Picture Views - Ultramarine.com Picture Views

As mentioned above, the "data" for an &PICTURE command is data describing the view. This data is

     VIEW_DATA = VIEW, VAX, VAY, VAZ

Here, the values of VIEW and VA(i) define the projection which will be plotted. There are seven valid values for VIEW: TOP, BOTTOM, STARBOARD, PORT, BOW, STERN, and ISO. The first six of these produce projections in the global XY, YZ, and XZ planes respectively, while the ISO view is an isometric of the selected portion. The three angles, VA(i) are angles (deg.) which move the structure from its initial position to the one for viewing. The view produced is a projection of the rotated structure onto the plane specified by VIEW, and if no VA(i) are specified, then the bodies will not be rotated prior to projection.

For some types of data, an alternative method of defining the view is provided with the option



     -PLANE, POI(1), POI(2), POI(3), TOL

Here, POI(i) are names of three points which will define a plane to be plotted. Here, the X axis is defined by a line connecting the first two points, and the Z axis is perpendicular to the X axis in the direction of the third point. When the plane is projected, the X axis will point toward the "left" and the Z axis will point "up". Finally, TOL is a tolerance (feet or meters) for members in the plane. If it is omitted a default will be used.

To simplify viewing, there is an option to incrementally change the view:


     -INC_VIEW, WHAT, AMOUNT

Here, WHAT describes the action one wishes to perform and optionally, AMOUNT specifies an amount which depends on WHAT.

If WHAT is ROTATE, then AMOUNT specifies the rotation increment in degrees. If WHAT is TRANSLATE, then AMOUNT specifies the translation increment as a fraction of scene size. Two values of WHAT control the action of the mouse for GL pictures. A value of SELECT instructs MOSES to use the mouse for selection while a value of ROTATE says to use it for rotation. The final two unusual values here are OBSERVER and MODEL which defines what move, the observer or the model.

The remaining values of WHAT are of the form AB_DIR. Where A can be either a blank, F or S, B can be either R or T, and DIR can be UP, DOWN, IN, OUT, LEFT, RIGHT, PORT, or STARBOARD. The A part of WHAT defines the change of the move. A blank says to take the normal increment, F says to take 4 times the normal, and S to take 1/4. The B part of WHAT defines the what will change. A R says the move will be a rotation and a T says it is a translation. UP and DOWN define translations up and down vertically and roll rotations of the model or pitch rotations of the observer. PORT and STARBOARD define yaw rotations of both the observer and the model. There are keyboard shortcuts for all of these actions:

OBSERVER O
MODEL M
SELECT S
ROTATE R
T_IN Up Arrow
T_OUT Down Arrow
T_LEFT Left Arrow
T_RIGHT Right Arrow
T_UP Page Up
T_DOWN Page Down
R_UP Home
R_DOWN End
R_PORT Insert
R_STARBOARD Delete

Here the first column is the value of WHAT and the second is the key that maps to it. In addition, holding the CTL key down and then using a mapped key is the same as adding a F and holding the MOD key down is the same as adding a S.

The Left Button Bar duplicates some of the above functionality and adds two other features. A Click on the button resets the scene to the initial view; in other words, it is the same as &PICTURE -RESET. The rotate button is the same as -INC_VIEW ROTATE and the select button is the same as -INC_VIEW SELECT. After selecting this tool, press and hold down a mouse button in the picture window and move the mouse to rotate the scene. Finally, the GL button is used to change the render mode. This is useful for getting higher quality rendering or to change to a faster render mode when dealing with large models. Changing to Line Mode, navigating to the location of interest, and then changing to Normal Mode is a useful technique. The mode changes in this order: Normal->Detailed->Line->Point-> (repeat)

With a GUI interface, each picture is placed in a separate frame so that you can look at them again. If you wish, you can delete some of the frames with the option:



     -DELETE, N:M

Where N and M are numbers. With this option, MOSES will delete frames N through M. If M is omitted, all frames greater than and equal to N will be deleted. If only a single number is specified, then only that frame will be deleted.