When the viewpoint settings are translated, it will look as if the mesh has moved to the left or right (over the X axis), up or down (over the Y axis) or forward or backward (over the Z axis).
When the viewpoint settings for the x-axis are gradually increased, the mesh will "move" to the right of the screen. When the value is decreased, the mesh will "move" to the left. This is illustrated via the following functions:
function Displace_mesh_left_to_right_over_X_axis(){
var docVMR = BrainVoyagerQX.ActiveDocument();
var displ = docVMR.ViewpointTranslationX;
for(i=1; i<64; i++) {
docVMR.ViewpointTranslationX = displ + 2*i;
docVMR.UpdateSurfaceWindow();
}
}
function Displace_mesh_right_to_left_over_X_axis(){
var docVMR = BrainVoyagerQX.ActiveDocument();
var displ = docVMR.ViewpointTranslationX;
for(i=1; i<64; i++) {
docVMR.ViewpointTranslationX = displ - 2*i;
docVMR.UpdateSurfaceWindow();
}
}
-X: to the left |
0 |
+X: to the right |
When the viewpoint settings for the y-axis are gradually increased, the mesh will "move" upward. When the value is decreased, the mesh will "move" downward. This is illustrated via the following functions:
function Displace_mesh_upwards_over_Y_axis(){
var docVMR = BrainVoyagerQX.ActiveDocument();
var displ = docVMR.ViewpointTranslationY;
for(i=1; i<64; i++) {
docVMR.ViewpointTranslationY = displ + 2*i;
docVMR.UpdateSurfaceWindow();
}
}
function Displace_mesh_downwards_over_Y_axis(){
var docVMR = BrainVoyagerQX.ActiveDocument();
var displ = docVMR.ViewpointTranslationY;
for(i=1; i<64; i++) {
docVMR.ViewpointTranslationY = displ - 2*i;
docVMR.UpdateSurfaceWindow();
}
}
-Y: downwards |
0 |
+Y: upwards |
When the viewpoint settings for the z-axis are gradually increased, the mesh will "move" to the front, because the mesh comes closer to the viewpoint on the z-axis (in case the "perspective" projection is used). When the value is decreased, the mesh will appear smaller, because the distance from the viewpoint on the z-axis is increased. This is illustrated via the following functions:
function Displace_mesh_forwards_over_Z_axis(){
var docVMR = BrainVoyagerQX.ActiveDocument();
var displ = docVMR.ViewpointTranslationZ;
for(i=1; i<64; i++) {
docVMR.ViewpointTranslationZ = displ + 2*i;
docVMR.UpdateSurfaceWindow();
}
}
function Displace_mesh_backwards_over_Z_axis(){
var docVMR = BrainVoyagerQX.ActiveDocument();
var displ = docVMR.ViewpointTranslationZ;
for(i=1; i<64; i++) {
docVMR.ViewpointTranslationZ = displ - 2*i;
docVMR.UpdateSurfaceWindow();
}
}
-Z: to back |
0 |
+Z: to front |