The following is valid for all constructions: Either select the base-objects for your new object first
and then press the corresponding button, or use ’New object’ and click on the base-objects
afterwards. If the buttons are not hidden, the texts on the buttons change in reaction to the
selected objects such that you always see what’s constructed.
The following section shows, sorted by object-type, all possible constructions and the necessary
parent-objects. These possibilities also appear as tooltips for the corresponding buttons /
The easiest way to get an overview of the possible constructions is to give the commands in the
’New object’-menu a try.
- through three points
- through a point on the plane and normal vector
- through a point and a perpendicular line
- through a point and two direction vectors
- Parallel: through three points in the order vertex - apex - vertex. For a detailed example see
the Chapter ’First steps’.
- Triangle: Select three vertices. For triangles with textures the first vertex is the bottom left
corner of the texture, the second the bottom right and the third is on the top middle. This
can be changed afterwards in the texture-coordinate-setting.
- Vector: By start- and endpoint. The vector is then drawn to point from the first to the
second point. Though vectors theoretically can be freely translated, the position must be
determined for Archimedes to know where to paint it.
- through two points
- as intersection of two planes
- as perpendicular line to a plane through a point
- Dependent point:
- free on a line
- free on a plane
- free on a sphere
- free on a circle
- intersection of line and plane
- intersection of line and line
- intersection of circle and circle
- intersection of line and sphere
- intersection(s) of line and circle
- intersection of three planes
- As the intersection of an arbitrary object with a line: See subparagraph Schnitte.
- Free point: Generates a free point in the origin. Double-right-click generates a free point
behind the mouse-pointer.
- By midpoint and point on the sphere
- By midpoint and a vector giving the radius of the sphere. This comes in handy
when the radius is defined elsewhere, the vector does not need to start at the
- Circle: Take a moment to consider that a circle in space is not given by midpoint and a point
on the circle only. The plane the circle lies in must be given, too.
- by midpoint, point on circle and normal vector (such that the circle lies in the
plane perpendicular to the normal vector).
- by midpoint, point on the circle and plane.
- by midpoint, vector giving the radius and normal vector. This is useful if the radius
shall be defined elsewhere.
- Model: Loads a 3D-model from a file. This can be a model made with Archimedes (format
.osg or .ive) or a model in a well known format like .3ds or .x. The model can be freely
positioned, rotated and scaled within the scene.
This function is useful for putting together a scene from several pieces. Be aware of the fact
that you cannot edit the parts of a model, this can only be done using macros, see the
introduction to macros and the chapter about macros.
- Normal: Draws the perpendicular line to a plane through a given point.
- Locus surface: See chapter ’Locus surfaces’
- Vector sum (V1+V2): Generates a vector as the sum of two given vectors.
- Vector difference: (V1-V2): Generates a vector as the difference of two given vectors.
- Zylinder: When selecting two points and a vector Alt - s or the segment-button will generate
a cylinder the axis of which will go from the first to the second selected point and whoose
radius is given by the length of the selected vector.
Two points and an expression result in a cylinder, too. The radius is given by the
- Arbitrary object with plane: An arbitrary object (even locus surfaces, groups or
models can be used) will be intersected with a plane and an intersection-curve
will be generated. This way of computing an intersection-curve works with the
graphical representation of the objects, not with the mathematical definition.
Thus, the more accurately the objects are drawn, the more accurate the
intersection-curve will be. If you intersect a locus-surface with a plane, be sure not
use too few supporting points for the locus.
- Arbitrary object with line: Arbitrary objects (see above) can be intersected with
lines here. This makes sense to compute the intersection of a line with a triangle
or parallelogram, too. The user will have to decide himself how many intersections
should be computed. When moving objects there will be no check for continuous
movement of the intersection points. This will result in sudden jumps of points
when for instance the first intersection of a line and a surface ceases to exist after
the movement and thus the second intersection will become the first instead.