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Hey John, if you need any mouse examples, I have plenty over here, which I
modified for three-button support.
If you want, I could post one. Or two :)
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John VanSickle <van### [at] erolscom> wrote in message
news:387B649E.924D204F@erols.com...
> Yep, I did it. The attached file is a QBasic file which will enable you
> to crudely edit PCM files.
>
> Instructions: Fire up something that runs QuickBasic, and let her rip.
>
> Commands: Everything is done through the keyboard. Leave the number
> lock on and the shift lock off.
>
> Insert: Adds a point at the center of the view.
>
> square brackets: Moves the focus through the points (if any)
>
> curly brackets: Moves the focus through the triangles (if any)
>
> spacebar: Toggles the marking of the focus point, or the marking of the
> focus triangle.
>
> Enter: If exactly three points are marked, a triangle is made using the
> three points as the corners, and these corners are the unmarked.
> Otherwise the user is prompted for a set of coordinates in x,y,z: The
> focus point is moved to this point.
>
> +: If no points are selected, the view zooms in. If any points are
> selected, the step value increases to the next higher value. Step
> values can be any power of ten, multiplied by 1, 2, or 5, except that
> the step value cannot be more than one-tenth of the zoom size.
>
> -: If no points are selected, the view zooms out. If any points are
> selected, the step value decreases to the next lower value.
>
> Arrow keys: If any points are marked, those points are moved in the
> direction of the arrow by the set step amount. If no points are marked,
> the viewpoint is moved by the set step amount. Movement is always up,
> right, left, or down, as seen in the current view.
>
> x: Sets the view so that y is up and z is right.
> y: Sets the view so that z is up and x is right.
> z: Sets the view so that y is up and x is right.
>
> 8,6,4,2: Rotate the view by five degrees, either up, right, left, or
> down. If your mesh is reasonably small and your machine reasonably
> fast, you can make the mesh spin in real time by holding down these
> keys; kind of surprising for Basic!
>
> a: Marks all points.
>
> Escape: Unmarks all points.
>
> s: The user is asked for a scaling vector. The marked points are
> scaled accordingly.
>
> r: The user is asked for a rotation vector. The marked points are
> rotated accordingly.
>
> t: The user is asked for a translation vector. The marked points are
> translated accordingly.
>
> l: The user is asked for a PCM file name. That file is loaded and
> the old data is erased.
>
> w: The user is asked for a PCM file name. The currently-loaded data is
> written to that file in PCM format.
>
> Home: If the focus is on a triangle, the view zooms to fit around that
> triangle. If any points are marked, the view zooms to fit those points.
> If no points are marked and there is no triangle in focus, the view is
> zoomed to fit all points. Note that this does *NOT* alter the rotation
> of the view, so you will be looking along the same vector as before.
>
> Delete: If the focus is on a triangle, that triangle is deleted. If
> the focus is on a point, and that point is not part of any triangle,
> that point is deleted.
>
> q: Exits the program.
>
> WARNING: This program is not idiot-proof. There is NO undo, and no
> warning if you are about to overwrite a file. There are probably a few
> bugs of greater or lesser importance; feel free to drop me an e-mail if
> you come across one.
>
> This is a very crude program; I intend to use it only to make hulls
> for the SSS. It is basically one step up from paper and pencil.
>
> Regards,
> John
> --
> ICQ: 46085459
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John VanSickle <van### [at] erolscom> wrote in message
news:38BAF6DE.A07C95A0@erols.com...
> Ian Burgmyer wrote:
> >
> > Hey John, if you need any mouse examples, I have plenty over here,
> > which I modified for three-button support.
>
> No need now. I'm writing the modeller in Win32 C. The original was
> in QBasic 1.0, and not QuickBasic. QBasic has no mouse support.
Not built in, anyway. . .
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