WorldView User's GuideThis guide describes the user interface for WorldView. It is divided into the following sections:
The WorldView WindowWhen you browse a file containing VRML, WorldView will start automatically within your browser window, as shown below. There are four parts of the WorldView window:
VRML authors can control whether or not the toolbars are displayed when a world is loaded; you may not always see them. Navigating in WorldViewThis section describes the mechansims that WorldView provides for getting from "point A" to "point B" in a VRML world. Navigating in a three-dimensional space can take some getting used to; initially, you may find some of the techniques described here more comfortable than others. Using Viewpoints The easiest way to move around a VRML world is by using Viewpoints, which are specific locations that the VRML author has defined for you. Not all worlds contain viewpoints, but when they do, you can use them to "tour" a world just as the author has intended.
Moving around: Walk, Pan, Turn, and Roll Once you've gotten the hang of viewpoints, it won't be long before you'll want to start exploring on your own. This section describes the four navigation options that WorldView offers. Unlike Viewpoints, when you're navigating you control how you move by clicking the mouse and dragging in an appropriate direction. The movement that results is different for each option; it can be very helpful to experiment with them while you read this. However, there are two key concepts you should keep in mind while you're learning about navigation:
When you select a navigation type from the vertical toolbar, your cursor will change to a shape that is similar to the icon on the toolbar. Both the toolbar icon and cursor are shown here.
Examining objects: Goto and Study Goto and Study are two types of navigation in WorldView that are specifically designed to help you examine individual objects within a scene.
Getting your bearings: ZoomOut, StraightenUp, and Restore WorldView provides three mechansims that can help you learn your way around a world and re-orient you if you've navigated your way into an unusual position within a world. Unlike navigation, these are automatic actions that take place as soon as you click on them.
Keyboard shortcuts for navigating Instead of clicking on the toolbar, you can use these keyboard shortcuts. To change navigation types:
Arrow keys can be used instead of the mouse to navigate:
To perform automatic actions:
Interacting with worlds: Locating sensors and hyperlinks As you move the cursor over objects in a world, you may see circular lines appear around it. This indicates that the mouse is over a VRML sensor; clicking will trigger some sort of interesting activity in the scene. Exactly what happens is decided by the VRML author, the best way for you to find out is to click! The table below shows the sensor cursors for each navigation type.
The actions of Goto and Study will always override sensors. In other words, if you select Goto and click on an object that is a sensor, you'll go to the object rather than activate the sensor. (To activate the sensor, click on it again once the Goto is complete.) You may also come across hyperlinks, which may be links to other VRML worlds, specific viewpoints within the current world, or HTML documents. When the cursor is over an object that's a hyperlink, it changes to a hand: Simply click to follow the link. You might also come across an object that is both a sensor and a hyperlink, in which case this cursor will appear: Clicking the mouse in this case will activate the sensor. To follow the hyperlink, hold down the Ctrl key and click the mouse. Seeing where you're going: Using the headlight Occasionally, you'll encounter a world where you can't really see much because it doesn't have enough light. When this happens, you can turn on a light of your own by choosing "Headlight" from the Graphics item on the right-button pop-up menu. When the headlight is on, the area directly in front of you will always be illuminated. VRML authors can also specify the setting of your headlight, so you might find that it's turned on or off automatically as you browse among worlds. You may use the Options dialog to change the default setting of the headlight. See Specifying defaults, below. Avoiding the furniture: Preventing collisions By default, WorldView will allow you to pass through objects in your path. If the objects are large, your view of the world may be temporarily obstructed as you move through them. To keep from passing through objects, turn on "Prevent collisions", which is located under Movement on the right-button pop-up menu. When a check mark appears next to this item, you won't be able to "share space" with objects. Instead, they block your way and you have to navigate around them. VRML authors can also control when you're allowed to pass through objects and when you can't. You may be able to pass through certain objects even when you have "Prevent collisions" turned on. You may use the Options dialog to change the default setting of "Prevent collisions". See Specifying defaults, below. Adjusting your speed When you're navigating in Worldview, the speed with which you move is determined by the distance you drag the mouse. The farther you drag, the faster you move. You can control the way that distance relates to speed using the items under Speed on the right-button pop-up menu. The default setting for Speed is "Medium". If you choose a faster speed, shorter dragging distances will be needed to increase your movement speed. If you choose a slower speed, you'll have to move the mouse further to increase in your movement speed. Typically this is a matter of personal preference, although novice users might find faster speeds somewhat unweildy. Many factors determine the maximum possible navigation speed, including the complexity of the world, the image quality you've selected, and the speed of the computer you're using. The items on this menu don't affect the maximum speed, they simply determine the amount of mouse movement required to get there. Controlling Image QualityThe Graphics item on the right-button pop-up menu provides several ways for you to control image quality. Higher image quality almost always results in longer loading time and slower navigation, so you can use the options described here to trade beauty for speed in worlds where it's appropriate. Smooth, Flat, and Wireframe shading The table below shows the difference between these three options.
When "Smooth" is selected, the object appears to be smoothly colored across the surface. This is the highest image quality. When "Flat" is selected, the object still appears solid, but has faceted sides. When "Wireframe" is selected, the object appears to be outlined with wires rather than solid. Wireframe is the lowest image quality. You may use the "While moving" menu to specify a different image quality to be used when you are navigating through a world; by default the same image quality is used when you're moving and when you're standing still. Turn on Full color to see the best possible color quality. If this option is not on, loading and navigation speed will be significantly increased, but you won't see colored lights or certain kinds of colored lines and dots. If you're in the habit of keeping this opion off and you visit a world that seems unusually empty, try turning on Full color. Dithering refers to the blending of shaded surfaces. When this option is turned off, shaded surfaces will appear banded, rather than smooth, but you will notice a small improvement in navigation speed. Setting WorldView OptionsTo display the Options dilog box, choose Options... from the right-button pop-up menu. Downloading textures Textures are picture files, separate from the VRML file, that VRML authors choose to apply to the surfaces of objects, usually to make them appear more realistic. For example, the floor of a world might have a wood texture applied to it. WorldView gives you the option of not downloading and displaying these textures, which can significantly decrease the time you spend downloading worlds. However, when authors use textures in worlds, they typically expect them to be viewed with the textures loaded; viewing worlds without textures will detract from their intended appearance and may make them difficult to use. Using hardware acceleration If your computer is equipped with a Direct3D graphics accelerator card, turn on this check box to take advantage of it while you're using WorldView. Rotating objects automatically When you're examining an object with Study, you can choose to have it rotate automatically after you click on it, instead of rotating it manually by dragging the mouse. You may customize the default settings of most WorldView options by choosing Options... from the right-button pop-up menu and then clicking on the Worlds tab in the dialog that appears. You may set defaults for the following settings: |