WorldView
2.1 for Windows
Internet Explorer
User's Guide
This guide describes the user interface for WorldView. It is divided into
the following sections:
The WorldView Window
When you browse a file containing VRML, WorldView will automatically launch
within your browser window, as shown below.
WorldView for Microsoft Internet Explorer
There are
four parts of the WorldView window:
-
The vertical toolbar, at the left of the screen, which contains
buttons used to specify how to move within a world.
-
The horizontal toolbar, at the bottom of the screen, which contains
buttons that allow you to perform corrective actions and view a world from
previously defined locations.
-
The viewing area, which in this picture shows the WorldView startup
screen.
-
The pop-up menu, not shown in this
picture, which you access by pressing the right mouse button while the
cursor is in the viewing area.
VRML authors control whether or not the toolbars are displayed when a world
is loaded; therefore, you may not always see them. They may also control
whether or not the right mouse menu is available.
Navigating
in WorldView
This section describes the mechanisms 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 and views designed by the VRML author. Not
all worlds contain Viewpoints, but when they do, you can use them to "tour"
a world by way of a predefined route.
You can see a menu that lists all of the predefined Viewpoints
in a world by clicking on "View" in the horizontal toolbar, or by choosing
"Viewpoints" from the pop-up menu. You may move
to a particular viewpoint by choosing it from either of these menus.
You may also move to the next or previous viewpoint using the arrow
buttons on the horizontal toolbar. If there are no predefined Viewpoints
in a world, these arrows are inactive and dimmed.
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 using Viewpoints, when navigating
you control how you move by clicking the mouse and dragging it in an appropriate
direction. The resulting motion is different for each option. (It can be
very helpful to experiment with these tools while you read this.)
There are two key concepts you should keep in mind while learning about
navigation:
-
The direction in which you drag the mouse, from the point where
you press the button, determines the direction in which you move.
If you change the direction in which you're dragging, the direction in
which you're moving will change too.
-
The distance that you drag the mouse determines the speed
with which you move. If you stop moving the mouse, you'll continue moving
at a constant speed until you release the mouse button.
When you select a navigation type from the vertical toolbar, your cursor
will change to an image similar to the icon on the toolbar. Both the toolbar
icon and the cursor icon are shown here.
Use Walk to move forward and backward along a single horizontal
plane. To move forward, click the mouse button and drag straight up, toward
the top of the screen. To move backward, click and drag straight down,
toward the bottom of the screen.
If you click and drag upward and toward the left or right, you'll move
forward at an angle. If you click and drag downward and to the left or
right, you'll move backward at an angle.
Use Pan to move up, down, left, or right within a single vertical
plane. Drag straight up to move upward, drag to the left to move left.
If you drag along an angle, you'll move along the same angle.
It's important to remember that you will move in the same
direction in which you drag the mouse, which means that the world will
appear to move in the opposite direction.
Use Turn to change the angle of your view. You can turn upward,
downward, and at other angles, as well as to the left or right. To turn
right, drag the mouse directly to the right. To turn downward, drag the
mouse directly downward. As with Pan, you move in the same direction
as the mouse, so the world appears to move in the opposite direction.
Dragging in any direction will cause you to turn in that direction.
This can be confusing at first -- you might, for example, end up with the
floor rotating toward you at a 45-degree angle, which isn't something we're
used to in real life. Until you've gotten the hang of it, you might want
to be careful to always drag the mouse directly up, down, left or right,
rather than at an angle (you might find the arrow
keys especially useful for this). If you've already turned at an odd
angle and become disoriented, read Getting
your bearings, below.
Use Roll to rotate either clockwise or counter-clockwise within
a single vertical plane. Drag the mouse to the right to rotate clockwise;
drag to the left to rotate counter-clockwise. Unlike other types of navigation,
vertical movement of the mouse has no effect with Roll.
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.
Use Goto to pick an object in a scene to move toward. When
you select the Goto icon in the toolbar, the cursor will change to a crosshair.
Click on an object in the world and you'll move directly to it. If you
decide after selecting Goto that you don't want to move toward an object,
press the Esc key or simply click on the background in the world rather
than on an object.
The way that the Goto tool works is closely tied to the way that a world
was authored, which means that there can be situations where it doesn't
work as you expect. Goto will always center the selected object in the
screen. However, it's sometimes hard for you to tell how large an object
is. For example, if you click on an interesting piece of architecture that
turns out to be only a part of a large building object, Goto will zoom
your view out so that you can see the whole building, rather than zoom
in to show just the detail you've selected. If this happens, use another
type of navigation to move closer to the detail you'd like to examine.
Use Study to examine an object from various angles. Select
the Study icon in the toolbar, and then click on the object you'd like
to examine. Drag the mouse to see the object from different angles. With
Study, mouse movement causes spherical rotation. Drag the mouse to the
left to see the left side of the object; drag upward to see the top of
it, etc. The view moves in the direction of the mouse around the selected
object.
It is important to remember that the object you're studying isn't
moving -- you are, and your entire view of the world will change
accordingly. In other words, once you stop studying an object, you might
be left in an odd orientation. Read Getting
your bearings below for help on quick ways to recover.
Study can be especially useful in conjunction with Goto
to explore individual objects within a world.
Getting
your bearings: Zoom Out, Straighten Up, and Restore
WorldView provides three mechanisms 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 the navigation
tools, these buttons invoke automatic actions that take place as soon as
you click on them.
Use Zoom Out to automatically get a distant view of the entire
world. You'll move away from the world until it can be seen on your screen
in its entirety.
Use Straighten Up to reposition yourself so that your view
of the world is upright. Straighten Up is particularly useful if you've
turned at an angle, or been left at an odd orientation once you stop studying
an object.
Use Restore to automatically return to the loaded world's original
Viewpoint. Note that clicking on this button is not the same as clicking
on the Refresh button in Internet Explorer or Navigator. If there are animations
or other behaviors active in the world, Restore won't restart them, but
Refresh will.
Keyboard
shortcuts for navigating
Instead of clicking on the toolbar, you can use these keyboard shortcuts.
To change navigation types:
Walk |
Ctrl+Shift+W |
Pan |
Ctrl+Shift+P |
Turn |
Ctrl+Shift+T |
Roll |
Ctrl+Shift+R |
Goto |
Ctrl+Shift+G |
Study |
Ctrl+Shift+S |
To navigate with the arrow keys:
Drag left |
Left arrow |
Drag right |
Right arrow |
Drag up |
Up arrow |
Drag down |
Down arrow |
To perform automatic actions:
Zoom Out |
Ctrl+Shift+Z |
Straighten Up |
Ctrl+Shift+U |
Restore |
Ctrl+Shift+E |
Next Viewpoint |
Page Down |
Previous Viewpoint |
Page Up |
Interacting with
worlds: Locating sensors and hyperlinks
As you move the cursor over objects in a world, circular lines may appear
around the cursor. 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.
Walk |
Pan |
Turn |
Roll |
Goto |
Study |
 |
 |
 |
 |
 |
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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, to specific viewpoints within the current world, or to 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.
(While the hyperlink is loading, the Intervista logo at the bottom right
of the window will animate, and spin like a lighthouse.)
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 On" 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 through
different 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 will block your way and you
will 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.
Gunning
the engine: 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 your movement speed. Typically this is a matter of personal preference,
although novice users might find faster speeds somewhat unwieldy.
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 attain it.
Controlling
Image Quality
The 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
or Flat Shading, and Wire Frame
The table below shows the difference between these three options.
 |
 |
 |
Smooth Shading
|
Flat Shading
|
Wire Frame
|
When "Smooth Shading" is selected, the object appears to be smoothly
colored across its surface. This is the highest image quality. When "Flat
Shading" is selected, the object still appears to be solid, but is faceted.
When "Wire Frame" is selected, the object appears to be outlined with wires
rather than solid. Wire Frame is the lowest image quality.
By default, the same image quality is used when you're moving and when
you're standing still. You may use the "When Moving" menu to specify that
a selected image quality always be used when you are navigating through
a world.
The initial settings for the image quality when moving and at rest may
also be preset by the VRML author, but may still be changed through the
Options... item in the right mouse menu.
Full
Color
Turn on Full Color to see the best possible color quality. If this option
is deselected, 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 option off and you visit a
world that seems unusually empty, try turning on Full Color.
The initial setting for the Full Color option may also be preset by
the VRML author, but may still be changed through the Options... item in
the right mouse menu.
Dithering
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.
The initial setting for Dithering may also be preset by the VRML author,
but may still be changed through the Options... item in the right mouse
menu.
High
Quality Text
Selecting this option causes WorldView to generate text in a world as
polygonal objects, rather than as as an image painted on a plane. Polygonal
text offers higher image quality, but requires more memory to generate
than texture mapped text.
High Quality Text is on by default.
The initial setting for High Quality Text may also be preset by the
VRML author, but may still be changed through the Options... item in the
right mouse menu.
Setting
WorldView Options
To display the WorldView Options dialog box, choose Options... from the
right-button pop-up menu.
Downloading textures
Textures are picture files, separate from the VRML file, that VRML authors
apply to the surfaces of objects. For example, the floor of a world might
have a wood texture applied to it. The Downloading textures option in the
Options... menu allows the user to control whether or not these textures
are downloaded. Deselecting this option 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.
This option may be preset by the VRML author, but may still be changed
through the Options... item in the right mouse menu.
Selecting
input device
You may choose to use either a mouse or a joystick to control navigation
in WorldView. Mouse input is always activated. Joystick input may also
be activated by selecting the Use Joystick checkbox in the General
tabbed window of the Options... menu.
Specifying
defaults
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.
Note: The pop-up menu may be disabled by the VRML author.
You may set defaults for the following settings:
(last updated 2/9/98)
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