优化UG NX3:模型树调整、界面美化与工程图设置

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标题:“使用UG NX的方法与技巧” 描述:UG是一款集成的CAD/CAM/CAE软件,本文将介绍如何调整UG NX3的工作界面以使其更接近早期版本,并分享一些实用的功能和操作技巧。 1. 界面定制 - Ug NX3的模型树可以通过菜单中的"Tool" > "part navigator" > "timestamp order"选项进行调整,使其类似以前的版本。此外,用户可以更改安装目录下的ugii文件夹内的"bitmaps"命名,来改变图标样式,如重命名为"bitmaps-1",恢复到更简洁的NX1图标效果。通过系统变量UGII_BITMAP_QUALITY的设置,可以控制界面的华丽程度,如设置为HIGH获得NX3的华丽效果,STANDARD恢复传统界面。 2. 多视图设计 - 在同一张图纸中展示装配图和零件图,可以利用UG的层次功能,将各部件分层显示,便于管理和理解。 3. 工程图细节控制 - 在出工程图时,有多种方式可以隐藏多余的轮廓线。一是通过右键选择“型式”和“光滑边”来调整;二是使用“视图相关编辑”对话框删除线条;三是修改ug_metic.def文件,设置默认选项;或者在NX3.0中,通过“用户工具”中的“用户默认”来管理视图选项。 4. 拉伸应用 - 提供了具体的操作示例,展示了如何有效地使用拉伸功能,这在机械设计中是至关重要的三维建模技术。 5. 工具栏管理 - 为了保持个性化的工具栏设置,用户可以在退出UG后,备份"C:\Documents and Settings\username\LocalSettings\ApplicationData\Unigraphics Solutions\NX"目录下的user.mtx文件,需要时直接替换以恢复之前设置。 这篇文章提供了针对UG NX3的实用操作指南,包括界面调整、多视图设计优化、工程图编辑以及工具栏管理等技巧,帮助用户提高工作效率并确保设计过程中的精准和一致性。通过这些方法,无论是新用户还是经验丰富的工程师都能更好地利用UG NX进行设计工作。

代码We now want to always redraw all the points that have ever been drawn in the panel, not just the last point. To do this, we must save the coordinates of all these points so that we can redraw them all one by one in the paintComponent method every time this method is called. To save the coordinates of the various mouse positions we click, replace the x and y instance variables of the MyPanel class with a single private instance variable called points of type ArrayList<Point>. The Point class is provided to you by Swing. In the constructor of MyPanel, initialize the points instance variable with a new arraylist object of the same type. In the mouseClicked method of the mouse listener, use the getPoint method of the mouse event object to get a Point object representing the position of the mouse click (that Point object internally stores both the x and y coordinates of the mouse click event). Then add this Point object to the arraylist using the arraylist’s add method. Then, in the paintComponent method, add a loop to draw in the panel all the points of the arraylist. You can get the number of elements in the arraylist by using the size method of the arraylist; you can access a specific element of the arraylist at index i by using the get(i) method of the arraylist (element indexes start at zero in an arraylist). The Point class has getX and getY methods to get the coordinates of the point (these two methods return values of type double so you need to cast the returned values into the int type before you can use them to draw a point).

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帮我写出以下java代码:Add a class Bubble that extends Shape. The Bubble class has an instance variable called radius of type double that represents the radius of the bubble. The constructor of the Bubble class takes an x and a y as arguments, which represent the position of the new bubble. The radius of a new bubble is always 10 and never changes after that. The isVisible method indicates whether the bubble is currently visible inside a window of width w and height h (position (0, 0) is in the upper-left corner of the window). The bubble is considered visible if at least one pixel of the bubble is visible. Therefore a bubble might be visible even when its center is outside the window, as long as the edge of the bubble is still visible inside the window. The code of the isVisible method is a little bit complex, mostly because of the case where the center of the circle is just outside one of the corners of the window. So here is the code of the isVisible method, which you can directly copy-paste into your assignment: // Find the point (wx, wy) inside the window which is closest to the // center (x, y) of the circle. In other words, find the wx in the // interval [0, w - 1] which is closest to x, and find the wy in the // interval [0, h - 1] which is closest to y. // If the distance between (wx, wy) and (x, y) is less than the radius // of the circle (using Pythagoras's theorem) then at least part of // the circle is visible in the window. // Note: if the center of the circle is inside the window, then (wx, wy) // is the same as (x, y), and the distance is 0. public boolean isVisible(int w, int h) { double x = getX(); double y = getY(); double wx = (x < 0 ? 0 : (x > w - 1 ? w - 1 : x)); double wy = (y < 0 ? 0 : (y > h - 1 ? h - 1 : y)); double dx = wx - x; double dy = wy - y; return dx * dx + dy * dy <= radius * radius; } The isIn method indicates whether the point at coordinates (x, y) (which are the arguments of the method) is currently inside the bubble or not. The edge of the bubble counts as being inside of the bubble. HINT: use Pythagoras's theorem to compute the distance from the center of the bubble to the point (x, y). The draw method uses the graphics object g to draw the bubble. HINT: remember that the color of the graphics object g is changed in the draw method of the superclass of Bubble. Also add a testBubble method to test all your methods (including inherited methods, but excluding the isVisible method, which I provide, and excluding the draw method since it requires as argument a graphics object g that you

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