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EYE ROTATE Control Arguments

                    

This command is used to rotate the position of the eye around the current subset of the finite element model. Both relative and absolute rotations are provided.

Note that when the Open GL driver is available dynamic rotate, zoom and pan are activated with <CTRL> and the left, middle or right mouse buttons respectively.


Control Arguments Comments
TO Rotation angles about the Gives an absolute rotation from the model
screen X, Y and Z axes. frame of reference (see note 1).
LEFT Rotation angle Rotates the model relative to its current
RIGHT orientation (see note 2).
UP
DOWN
CLOCK
ACLOCK

Notes:

1.
The axis system used for absolute rotations

2.
Relative rotations
Relative rotations are, by default, specified in terms of the movement of the eye of the viewer. If this is found to be unnatural, the command UTILITY SETUP ROTATION MODEL can be used to make the commands for relative rotations apply to the movement of the model rather than the eye.

3.
The origin of rotation
The origin of rotation is taken as the centre of the current subset of elements.

4.
Centring of the model
A rotated model is translated so that the centre of the current subset of elements is positioned at the centre of the viewport.

Examples:

1.
EYE ROTATE TO 0 0 90

The viewer's position is moved so the model z axis lies along the screen y axis and the model y axis lies along the screen -z axis.

2.
EYE ROTATE RIGHT 45

The viewer's position is rotated right by 45 degrees. The model will appear to rotate left 45 degrees.

3.
EYE ROTATE UP 20

The viewer's position is rotated up by 20 degrees. The model will appear to rotate down by 20 degrees.

4.
EYE ROTATE TO 0

The model axes are aligned with the screen axes.

See also the following commands

'DRAWING CONTENTS ROTATIONS'
'EYE FRAME'
'UTILITY SETUP ROTATIONS'


next up previous contents index
Next: EYE SHIFT Control Up: Primary Command EYE Previous: EYE PERSPECT [Control]

Femsys Limited
1st October 1999