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Set Object Location

 

We assume that in Shadow Visualizer and Shadow Analyzer X, Y, and Z axes of the coordinate system of the scene are looking to the East, North, and Zenith, respectively. The azimuth is counted clockwise from the North, so that the azimuth values of the East, South, and West are 90, 180, and 270 degrees, respectively.

 

Use the toolbar Scene to select objects in the active scene.

 

 

Use the toolbar Location to select and then change the coordinates/angles of the selected object.

 

 

Select an object in the active scene

 

Activate a desired scene (click on any of its 3D view windows).

 

Open the combo box SCENE of the toolbar Scene to see the drop down list of all objects of the active scene. The object name consists of its sequence number in the scene and its type name. See the object descriptions in the status line. Find and select a desired object. The selected object appears in the edit window of the combo box SCENE. 

 

If an object is selected in the combo box SCENE, it is also selected in 3D view windows, its edges are marked by an inverted color. Both the selections work synchronously. However if you hide the object edges, they cannot be marked in the 3D view window. See how to show/hide the object edges in Filter buttons of Set Object Colors/Filters.

 

Once an object is selected, the combo box CS (Coordinate System) of the toolbar Location becomes enabled. 

 

 

Select a coordinate/angle of the selected object

 

Use the combo box CS (Coordinate System) of the toolbar Location to select a coordinate or an angle. 

 

Open the combo box CS to see the drop down list of all coordinates/angles of the selected object. See the coordinate/angle descriptions in the status line. Find and select a desired coordinate/angle. The selected coordinate/angle appears in the edit window of the combo box CS. 

 

Once a coordinate/angle is selected, the Edit control and the Spin control of the toolbar Location become enabled. 

 

Do not confuse the edit window of the combo box CS (it is "read only" and shows a coordinate/angle name) and the Edit control of the toolbar Location (it is situated to the right of the combo box CS and shows the value of the selected coordinate/angle).

 

 

Keep in mind the following hierarchy of the coordinate systems. The shape of each object is defined (according to the object type and parameters) in its own coordinate system. The position/orientation of the own coordinate system of an object can be defined either relatively the scene or relatively another object (the "parent" object). The "parent" object can provide several reference coordinate systems for its "child" object. One of them is associated with the "parent" object itself -- it is the own coordinate system of the "parent". Other systems can be associated with some elements of the "parent" object (for example, with its faces).

 

There are 9 coordinates/angles in the list of the combo box CS that define the object location in its own coordinate system as well as the orientation/location of the own coordinate system in the parent coordinate system.

 

Coordinates x, y, z define the location of the selected object in its own coordinate system.

 

Angles E1, E2, E3 are Euler angles of the orientation of the own coordinate system in the parent coordinate system. 

 

Coordinates X, Y, Z define the location of the origin of the own coordinate system in the parent coordinate system.

 

When the own coordinate system changes its orientation, it rotates at its origin. So the center of all rotations on several axes is always associated with the origin of the own coordinates. The object rotates together with its own coordinate system at that center. Changing x, y, z coordinates we are able to move an object relatively its rotation center (it is desirable in some cases). 

 

So move the selected object by coordinates x, y, z before the rotation (if needed), then rotate the object by angles E1, E2, E3, and then once again move the object by coordinates X, Y, Z.  

 

We use the following definition of Euler angles:

 

 

 

 

The order of rotations is important, because a rotation is a non-commutative operation. Note that the E2-rotation means the rotation of the own CS on the intermediate position of its X-axis, which the own X-axis occupies after the E1-rotation but before the E3-rotation. You can set values of Euler angles in any sequence, but the result will be the same as if the rotations were implemented in the order E1, E2, E3.

 

When an object is created, its parent coordinate system is set to the coordinate system of the scene itself. You can select another coordinate system to be a parent coordinate system for the selected object. Use the toolbar Parent for this purpose. See Set Parent Coordinate System for details.   

 

Change the value of the selected coordinate/angle 

 

You can change a value of the selected coordinate/angle in two ways: either you type a new value in the Edit control and then click on the button "E", or you click on small arrows of the Spin control (to the right from the Edit control).

 

In the first way, click on the Edit control of the toolbar Location and edit (retype) a value of the selected coordinate/angle. 

 

Once the coordinate/angle value in the Edit control is changed, the button "E" of the toolbar Location becomes enabled. 

 

   

 

Click on the button "E" to apply the new value. If the value is typed correctly, it will be applied. It appears in the Edit control. And the button "E" becomes disabled. 

 

Note, if you have typed a wrong value that cannot be interpreted as a numeric value, the old value of the coordinate/angle will be applied when you click on the button "E".      

 

In the second way, click on small arrows of the Spin control. The value will be increased/decreased step by step. You do not need to use the button "E" (it stays disabled). 

 

   

 

In the addition to the toolbars Scene and Location, you may need the toolbar Show to show/hide the own coordinate system of the selected object by clicking on the "oC" button. See Set Scene Show Filters for details.

 

Set far objects 

 

Use "F" button to mark the selected object as "far" object. Then it will be excluded from the scene volume calculation and will be shown as a far background of the scene. See Set Far Objects for details.