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Next: EYE WALK eye_point [[view_point] [[up_point] [size]]] Up: Primary Command EYE Previous: EYE ROTATE Control Arguments

EYE SHIFT Control

           

This command is used to shift (translate) the model.

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 Comments
/CURSOR The cursor is positioned twice to indicate a `from' and `to' position
for the applied shift. Note that the cursor hit positions must be within
the current viewport. (see note 1)
ndc1 ndc2 The shift is specified in terms of a `from' and `to' pair of
x,y normalised device co-ordinates (ndc). (see note 1)
XYZ dx [dy] [dz] The shift is specified by giving distances in model coordinates for
translations in the screen X, Y and Z directions. Note that with this
command it is the eye that shifts, rather than the model. Note also
that the positive Z direction is out of the screen (towards the user).

Notes:

1.
Cursor and ndc shifts
These have the effect of dragging the model from the `from' position to the `to' position; so it is the model that shifts rather than the eye.

Examples:

1.
EYE SHIFT .5 .5 .6 .5

The model is moved .1 normalised device coordinates along the screen x-axis.

2.
EYE SHIFT XYZ 10 10 10

The eye is moved 10 model coordinates along the screen x-axis, the screen y-axis and the screen z-axis.

3.
EYE SHIFT XYZ 0 250

The eye is moved 250 model coordinates along the screen y-axis.


next up previous contents index
Next: EYE WALK eye_point [[view_point] [[up_point] [size]]] Up: Primary Command EYE Previous: EYE ROTATE Control Arguments

Femsys Limited
1st October 1999