Line 1: |
NODES |
|
Next n lines: |
Node,X,Y,Z,Gen1,Ndi1,Rot,Ai,Xi1,Yi1,Zi1, Gen2,Ndi2,Xi2,Yi2,Zi2 |
|
|
|
|
Node |
Node number |
(Integer) |
X |
X coordinate |
(Real) |
Y |
Y coordinate |
(Real) |
Z |
Z coordinate |
(Real) |
Gen1 |
# of 1st order nodes to be generated |
(Integer) |
Ndi1 |
1st order node number increment |
(Integer) |
Rot |
Axis of rot. for arc or helix generation (X/Y/Z) |
(1 Char) |
Ai |
Angle increment for arc or helix generation |
(Real) |
Xi1 |
1st order X increment |
(Real) |
Yi1 |
1st order Y increment |
(Real) |
Zi1 |
1st order Z increment |
(Real) |
Gen2 |
# of 2nd order nodes to be generated |
(Integer) |
Ndi2 |
2nd order node number increment |
(Integer) |
Xi2 |
2nd order X increment |
(Real) |
Yi2 |
2nd order Y increment |
(Real) |
Zi2 |
2nd order Z increment |
(Real) |
For straight line generation, Ai should be zero. For arc or helix generation, Rot is the axis of rotation, Ai is the angle increment and Xi1, Yi1, Zi1 are the centre of rotation and the helix length increment. For example, if a helix is generated about the Y-axis, then Yi1 is the helix length increment. For arc generation the helix length increment is 0.
Rot choices are "X"=X-axis, "Y"=Y-axis or "Z"=Z-axis.
See also Node Data.