Sect 20 Graphics

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Fadal User Manual

Section 20: Graphics

CNC 88HS Graphics


Graphics Menu The graphics menu of the page editor has been designed to allow the user to
view the part path of the current program in memory. The graphics can be
accessed by pressing the G Key from the page editor or by entering the
command DR. A second menu will appear, allowing the user to choose from
several options. All of these options can be pressed while plotting is taking
place.

Plotting Options

Figure 20-1 Plotting Options Menu

A = AUTO

Pressing the A key runs the current program completely through the part path
showing interpolation moves only (movement programmed at a feedrate
G1,G2,G3)

C = CLEAR

Pressing the C key clears the screen and continues auto part path draw at full
table plotting.

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F = FULL TABLE

Pressing the F key clears the screen and continues auto part path draw at full
table plotting. This is used after the part path plot has been ZOOMED inward
and the user wished to see the whole part path again on a full table display.

M = TOGGLE DISPLAY MODE

Pressing the M key will toggle the options differences displayed along with the
graphics plot. Toggle display options are incremental moves, absolute
positions, and modal codes. The M key can be pressed while plotting in order
to view the various modes.

O = OPTIONS PLOTTING

Pressing the O key displays an additional menu allowing the user to choose
from:

I Ignore G41 G42 compensation

L Plot only subroutines

O Plot only subprogram

P Plot total program

T Plot tool

Once the option key has been pressed, the plotting continues.

S = SINGLE STEP

Pressing the S key, one program line will be plotted. Repeated pressing of the S
key allows the user to step through the program in line by line execution. This
can be canceled at any time by pressing the START button. During single step
plot the current program line will also appear on the screen in G91 incremental
value.

V= VIEW TOP OR ISOMETRIC

The V Key can be pressed at any time during plotting to change the view from
top to simple isometric view. Plotting restarts from the beginning. This view
may not be rotated.

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JOG = ZOOM

During the plotting process, or after or during the plot, pressing the JOG button
allows the user to ZOOM in or ZOOM out the display. The PULSE GENERATOR
(the Jog Hand Wheel) now controls the position where the ZOOM BOX will be
located on the screen (in this mode JOG does not Jog the machine). X and the
Hand Wheel moves the box left to right. Y and the Hand Wheel moves the box
up and down. Z and the Hand Wheel increases or decreases the size of the box.
Locate the box and place it around the portion of functionthe part path the user
wishes to see in a larger detail. Press the ENTER button and the part path
contained in the ZOOM box will be redrawn larger.

After each successive ZOOM the pixel size representation is located to the right
of the axis location of the displayed part path.

The Graphics screen will display a position located in the upper left hand
portion. Located to the right of the position is a + (or -) and a value. This value
is the Pixel resolution. The further the user ZOOMs into the graphically
displayed part the smaller the Pixel resolution will become.

The ZOOM box may be decreased in the Z to show a cross hatch. The user may
position this crosshatch using the X and Y. The position display will show a
value and this value’s tolerance depends on the Pixel amount displayed.

Function Menu
Using the Function The function menus are accessed through the Page Editor by pressing the F
Menus key. The screen will display 9 different function titles and function numbers.
This menu consists of many independent functions that solve various
geometric problems. Each is designed to help the user calculate items such as
ANGLE, LINES, INTERSECTIONS, TANGENT, BLEND RADIUS, CIRCLE, and
TRIANGLE. Also it is designed for creating TOOL CALL or END OF PROGRAM
coding and for defining FIXED CYCLES or SUBROUTINES.

Cursor Movement Once in the function menus, move the cursor up or down in the menu and
describe the items by filling the values in. To move the cursor down press the
ENTER button. To move the cursor UP press the U key.

If the value has been entered incorrectly, move the cursor to where the error is.
Then press the backspace key until the incorrect data is removed. When all the
data has been entered, press the C key to compute the geometry.

Getting Started The user should always be aware of what position the cursor is at in the current
program. The user should place the cursor on a line of the current program
before entering the function menu. This line should be above the area where

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the calculated information needs to be inserted. When the function menu


inserts information into the Page Editor, a comment is also written to indicate
which function was used.

The Menus Once in the function tile listing, select the number of the function titles until you
arrive at the individual function menu. The cursor is used to locate a specific
geometric question. Fill in the blank, and then press the ENTER button to move
the cursor down to the next question. If the data has been entered incorrectly
press the U key (UP) to move the cursor upward to the data then use the
Backspace button to back over the information. Retype the data.

When all data has been successfully enter press the C key to compute. The
geometry will automatically be computed and displayed at the bottom portion
of the screen. Pressing the D key (DRAW) will enlarge the graphics to cover the
entire screen.

To ZOOM in, press the - key; to reduce the view, press the + key. If the solution
is not what the user wants, press the S key for same function and retype the
information until the expected solution is found.

When the solution is accepted, the data may be entered and saved to the
current program after the current cursor location. Pressing the I key will insert
data into the editor. This will also return the display to the Page Editor. The
current program will contain new code with appropriate comments from the
function menu.

An entire G code program can be written by choosing from the other functions
available on the menu. Repeat the above instruction until the program is
complete. Be sure to insert the appropriate feeds, speed and Z milling values.
View the program on the Graphics display before machining. Dry run the
program before cutting the part.

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Coordinate System The function menu uses the X Y plane (G17) of the cartesian coordinate
system. All point descriptions are in absolute mode(G90), where all points are
described as their distance from HOME (X0,Y0).

Y+

(X-1.,Y2.) (X1.,Y2.)

(-2.,Y1.) (X2.,Y1.)

X- X+
(X-2.,Y-1.) (X2.,Y-1.)
(X-1.,Y-2) (X1.,Y-2)

Y-
Figure 20-2 Coordinate System

Points Describe a point by specifying its X and Y distance from home. The X is
measured right (+) or left (-) from the X axis zero location. The Y is measured
up (+) or down (-) from the Y axis zero location.

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Angles Angles are measured from the positive X axis using decimal degrees. A positive
angle is measured counterclockwise from the X positive axis, and the negative
angle is measures clockwise from the X positive axis.

Y+
Y+

45˚ 225˚

X- X+ X- X+

Y- Y-

Y+
Y+

X- X+ X- X+
-45˚

-225˚

Y- Y-
Figure 20-3 Angles

Angles describe direction of motion on a line. Moving on a line to the right


describes the line to be at an angle of 0 deg. Moving on a line to the left
describes the line to be at an angle of 180 deg.

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Lines Lines are described by specifying a point on a line and the angle of the line.
The point does not need to be on the part. It can be on an extended portion of
the line. The angle defines the direction of the motion on the line (see Angles).
MOTION TO LEFT MOTION TO RIGHT
GIVES ANGLE OF 180˚ GIVES ANGLE OF 0˚

Y+

(X0,Y2.)

X- X+

(X0,Y0.)

Y-
Figure 20-4 Lines

Circles A circle is defined by the X, Y location of its center, a Radius, and a direction of
motion. The circle direction of motion is described by clockwise or
counterclockwise. To define a circle as a point, describe the circle as having a
zero radius. If the X, Y center location is not known, then it is to be considered a
blend radius.
Y+

X- X+

-225˚

Y-
Figure 20-5 Circles

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Blend Radius A blend radius is a circle that is situated between two known geometric
elements. It is defined by a radius value and a direction of motion. The blend
radius direction of motion is described by clockwise or counterclockwise.
CW MOTION
CCW BLEND
ON CIRCLE

MOTION ON LINE

CW BLEND
Figure 20-6 Blend Radius

The Function Menu


Display
Function menus The Function menu display and each of the graphics menus are shown as they
appear on the monitor.

MAIN MENU

Figure 20-7 Main Menu

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ANGLE OF A LINE

Figure 20-8 Angle of a Line

TWO LINE
FUNCTIONS

Figure 20-9 Two Line Functions

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FINDING A PARALLEL
LINE USING A LINE
OR CIRCLE

Figure 20-10 Finding a Paralell Line

THREE
INTERSECTION
FUNCTIONS

Figure 20-11 Three Intersection Functions

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INTERSECTION OF 2
LINES

Figure 20-12 Intersection of 2 Lines

INTERSECTION OF 2
CIRCLES

Figure 20-13 Intersection of 2 Circles

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INTERSECTION OF A
LINE AND CIRCLE

Figure 20-14 Intersection of a Line and Circle

TWO TANGENT
FUNCTIONS

Figure 20-15 Two Tangent Functions

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TANGENT POINT OF
A LINE AND CIRCLE

Figure 20-16 Tangent Point of a Line and Circle

TANGENT POINTS OF
TWO CIRCLES

Figure 20-17 Tangent Points of Two Circles

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NINE BLEND RADIUS


FUNCTIONS

Figure 20-18 Nine Blend Radius Functions

BLEND RADIUS
FROM A LINE TO A
LINE

Figure 20-19 Blend Radius from a Line to a Line

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BLEND RADIUS
FROM A LINE TO A
CIRCLE

Figure 20-20 Blend Radius from a Line to a Circle

BLEND RADIUS
FROM A CIRCLE TO A
LINE

Figure 20-21 Blend Radius from a Circle to a Line

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BLEND RADIUS
FROM A CIRCLE TO A
CIRCLE

Figure 20-22 Blend Radius from a Circle to a Circle

BLEND RADIUS
FROM A POINT TO A
LINE

Figure 20-23 Blend Radius from a Point to a Line

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BLEND RADIUS
FROM A LINE TO A
POINT

Figure 20-24 Blend Radius from a Line to a Point

BLEND RADIUS
FROM A POINT TO A
CIRCLE

Figure 20-25 Blend Radius from a Point to a Circle

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BLEND RADIUS
FROM A CIRCLE TO A
POINT

Figure 20-26 Blend Radius from a Circle to a Point

BLEND RADIUS
FROM A POINT TO A
POINT

Figure 20-27 Blend Radius from a Point to a Point

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CIRCLE FUNCTION

Figure 20-28 Circle Function

TRIANGLE SOLVER

Figure 20-29 Triangle Solver

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TOOL CALL AND END


OF PROGRAM

Figure 20-30 Tool Call and End of Program

TOOL CALL

Figure 20-31 Tool Call

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END OF PROGRAM

WARNING: End of program will insert at cursor!

!
The following will be inserted at the cursor for an “end of program”:

(ENDING PROGRAM
G0 G80 G90 M5 M9
Z0 G53
X0 Y0 Z0 E0 H0
M30

FIXED CYCLES AND


SUBROUTINE
FUNCTIONS

Figure 20-32 Fixed Cycles and Subroutine Functions

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ENGRAVING

Figure 20-33 Engraving

BOLT CIRCLE

Figure 20-34 Bolt Circle

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MILL BORING

Figure 20-35 Mill Boring

RECTANGULAR
POCKET

Figure 20-36 Rectangular Pocket

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CIRCULAR POCKET

Figure 20-37 Circular Pocket

DRILLING CYCLES

Figure 20-38 Drilling Cycles

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TAPPING CYCLES

Figure 20-39 Tapping Cycles

BORING CYCLES

Figure 20-40 Boring Cycles

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