⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 node76.html

📁 htmdoc for html coding
💻 HTML
字号:
<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 3.2 Final//FR"><!-- Converted with LaTeX2HTML 95.1 (Fri Jan 20 1995) --><!-- by Nikos Drakos (nikos@cbl.leeds.ac.uk), CBLU, University of Leeds --><!-- Modified Simulog 03/97 --><HTML><HEAD><TITLE>3.1 Masks and windows</TITLE><LINK REL=STYLESHEET TYPE="text/css"	HREF="./Modulef.css" TITLE="Modulef CSS"><meta name="description" value="3.1 Masks and windows"><meta name="keywords" value="Guide6"><meta name="resource-type" value="document"><meta name="distribution" value="global"></HEAD><BODY BGCOLOR="#FFFFFF"><P> <IMG SRC="../icons/smallmod.gif" WIDTH=211 HEIGHT=50 ALIGN=BOTTOM	ALT="Modulef"><A NAME=tex2html1367 HREF="node75.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/previous_motif.gif"	ALT="previous"></A><A NAME=tex2html1373 HREF="node75.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/up_motif.gif"	ALT="up"></A><A NAME=tex2html1375 HREF="node77.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/next_motif.gif"	ALT="next"></A><A NAME=tex2html1377 HREF="node2.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/contents_motif.gif"	ALT="contents"></A><A HREF="../Guide6-18/node76.html"><IMG BORDER=0 SRC="../icons/zoom18.gif" ALIGN=BOTTOM	ALT="[BIG]"></A><A HREF="../Guide6-14/node76.html"><IMG BORDER=0 SRC="../icons/zoom14.gif" ALIGN=BOTTOM	ALT="[Normal]"></A><A HREF="../Guide6-10/node76.html"><IMG BORDER=0 SRC="../icons/zoom10.gif" ALIGN=BOTTOM	ALT="[small]"></A><BR><B> Next: </B> <A NAME=tex2html1376 HREF="node77.html">3.2 Graphics instructions: 2D</A><B>Up: </B> <A NAME=tex2html1374 HREF="node75.html">3 Creating a 2D image</A><B> Prev: </B> <A NAME=tex2html1368 HREF="node75.html">3 Creating a 2D image</A><B><A HREF="node2.html"	>Contents</A></B><HR SIZE=3 WIDTH="75&#37;"><H1><A NAME=SECTION05310000000000000000>3.1 Masks and windows</A></H1><P><P><P>The independence of FORTRAN 3D with respect to the type of terminal used wasmentioned earlier. We also talked about the vitual screen on which the object is constructed before producing the image.In this section we deal with the coordinates of this screen using a unitary systemchosen by the user (Angstr鰉, centimeter, kilometer, light-year!...) with respect to the  dimensions of the real object. This is the MASK.<P>If we wish the entire object to be visualized, all the points must be inside themask<A NAME=3048>&#160;</A>. If the mask is too large, the object will appear small, andif the dimensions of the object are bigger that those of the mask, the entire object willnot be seen.  Thus, by playing with the coordinate system and  the object's units, we eliminate the notion of   screen coordinates advantageously.<P><UL><LI><PRE>      SUBROUTINE MASQU2(XMIN, XMAX, YMIN, YMAX)      REAL XMIN, XMAX, YMIN, YMAX</PRE><P>This subroutine defines a<A NAME=3050>&#160;</A> rectangular  mask  whose lower left corner is the point (XMIN, YMIN)and the upper right corner is the  point (XMAX, YMAX).This mask is, by default, equal  to the frame defined on the visualization surface. Only the parts of the object  falling inside this mask are retained.<P></UL><P> zoom1.psfig:471Initial plotzoom2.psfig:471bZoom by changing the mask<P><P>It is necessary, secondly, to define a frame on the  visualization   surfacewhich will contain the image inside the mask. For a plane object, this frame is definedusing the following subroutines:<P><UL><LI><P><PRE>      SUBROUTINE FENTR2(XMIN, XMAX, YMIN, YMAX)      REAL XMIN, XMAX, YMIN, YMAX</PRE><P>defines a<A NAME=3059>&#160;</A> frame on<A NAME=3060>&#160;</A> the visualization surface whose lower left corner is the point (XMIN, YMIN) and the upper right corner is the point (XMAX, YMAX). These coordinatesare expressed in centimeters.<P><LI><P><PRE>      SUBROUTINE RFENTR(PXMIN, PXMAX, PYMIN, PYMAX)      REAL PXMIN, PXMAX, PYMIN, PYMAX</PRE><P>defines a<A NAME=3061>&#160;</A> frame on the visualization surface whose lower left corner is the point (PXMIN, PYMIN) and the upper right corner is the point (PXMAX, PYMAX). These coordinatesare expressed as a percentage of the real screen.<P></UL><P>For certain particular applications,  it could be advantageous not to take the clipping defined  by MASQU2 into account.  It is possible to govern this  indicator by using the following subroutines:<P><UL><LI><P><PRE>      SUBROUTINE CLIP(FLAG)      LOGICAL FLAG</PRE><P>suppress<A NAME=3064>&#160;</A> the clipping<A NAME=3065>&#160;</A> defined by  MASQU2 if FLAG equals .FALSE.<P><LI><P><PRE>      SUBROUTINE CLIPHD(FLAG)      LOGICAL FLAG</PRE><P>hardware clipping, i.e. clipping<A NAME=3066>&#160;</A> in the <A NAME=3067>&#160;</A> window (instead of in the mask).<P></UL><P><P><P><HR SIZE=3 WIDTH="75&#37;"><IMG SRC="../icons/smallmod.gif" WIDTH=211 HEIGHT=50 ALIGN=BOTTOM	ALT="Modulef"><A NAME=tex2html1367 HREF="node75.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/previous_motif.gif"	ALT="previous"></A><A NAME=tex2html1373 HREF="node75.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/up_motif.gif"	ALT="up"></A><A NAME=tex2html1375 HREF="node77.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/next_motif.gif"	ALT="next"></A><A NAME=tex2html1377 HREF="node2.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/contents_motif.gif"	ALT="contents"></A><A HREF="../Guide6-18/node76.html"><IMG BORDER=0 SRC="../icons/zoom18.gif" ALIGN=BOTTOM	ALT="[BIG]"></A><A HREF="../Guide6-14/node76.html"><IMG BORDER=0 SRC="../icons/zoom14.gif" ALIGN=BOTTOM	ALT="[Normal]"></A><A HREF="../Guide6-10/node76.html"><IMG BORDER=0 SRC="../icons/zoom10.gif" ALIGN=BOTTOM	ALT="[small]"></A><BR><B> Next: </B> <A NAME=tex2html1376 HREF="node77.html">3.2 Graphics instructions: 2D</A><B>Up: </B> <A NAME=tex2html1374 HREF="node75.html">3 Creating a 2D image</A><B> Prev: </B> <A NAME=tex2html1368 HREF="node75.html">3 Creating a 2D image</A><B><A HREF="node2.html"	>Contents</A></B><BR> <HR><P><ADDRESS></ADDRESS></BODY></HTML>

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -