Changing viewpoint settings

In this chapter, the following topics are available:

 

Changing viewpoint settings - translation

Changing viewpoint settings - rotation

 

The viewpoint settings for a mesh can be adapted in order to see the mesh from a different position. Via the BrainVoyager QX menu, this can be done via 'Meshes' > 'Viewpoint settings...'.

 

 

Via scripting, the viewpoint settings can be adjusted via the properties ViewpointTranslationX, ViewpointTranslationY, ViewpointTranslationZ, ViewpointRotationX, ViewpointRotationY and ViewpointRotationZ.

Viewpoint settings are saved in BrainVoyager QX *.vwp files.

 

Changing the viewpoint settings does not affect the position of the mesh with respect to the coordinate system. In the following figures, the viewpoint settings of the Y axis are changed via the function Displace_mesh_upwards_over_Y_axis()(for details, see the translation topic). The center of the mesh was set to (0,0,0). As is visible in the figures, the cross moves as well as the mesh, when the viewpoint settings are changed. For changing the mesh itself, the 'Meshes' > 'Spatial Transformations...' function in BrainVoyager QX can be applied.  

 

 

The snapshots were taken by adding the following line to the above mentioned function:

 

// docVMR.ViewpointTranslationY = displ + 2*i;

 if (i==1 || i==52) docVMR.SaveSnapshotOfSurfaceWindow("Upward_over_Y_axis" + (i*2).toString());

     // docVMR.UpdateSurfaceWindow();  

 

Details on taking snapshots are described in the Making snapshots section.

 

The behavior of the surface window after the viewpoint setting changes, adapted via scripting, corresponds to the OpenGL coordinate system. In the OpenGL coordinate system, the x-axis is from left to right, the y-axis from inferior to superior and the z-axis from posterior to anterior (see figure below).

 

 

 

For more information on the coordinate system and the center of rotation, see the rotations section.