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<DIV><FONT face="Bookman Old Style">Hi,</FONT></DIV>
<DIV><FONT face="Bookman Old Style">IF you have a 3-button mouse, point to the
actor using mouse and then push middle button as you move. If you with 2-button
mouse, pan is defined as <Shift>-Button 1.</FONT></DIV>
<DIV><FONT face="Bookman Old Style"></FONT> </DIV>
<DIV><FONT face="Bookman Old Style">From vtk vtkInteractorStyle Class
Reference:</FONT></DIV>
<UL>
<LI><FONT face="Bookman Old Style">Keypress j / Keypress t: toggle between
joystick (position sensitive) and trackball (motion sensitive) styles. In
joystick style, motion occurs continuously as long as a mouse button is
pressed. In trackball style, motion occurs when the mouse button is pressed
and the mouse pointer moves. </FONT>
<LI><FONT face="Bookman Old Style">Keypress c / Keypress a: toggle between
camera and actor modes. In camera mode, mouse events affect the camera
position and focal point. In actor mode, mouse events affect the actor that is
under the mouse pointer. </FONT>
<LI><FONT face="Bookman Old Style">Button 1: rotate the camera around its
focal point (if camera mode) or rotate the actor around its origin (if actor
mode). The rotation is in the direction defined from the center of the
renderer's viewport towards the mouse position. In joystick mode, the
magnitude of the rotation is determined by the distance the mouse is from the
center of the render window. </FONT>
<LI><FONT face="Bookman Old Style">Button 2: pan the camera (if camera mode)
or translate the actor (if actor mode). In joystick mode, the direction of pan
or translation is from the center of the viewport towards the mouse position.
In trackball mode, the direction of motion is the direction the mouse moves.
(Note: with 2-button mice, pan is defined as <Shift>-Button 1.) </FONT>
<LI><FONT face="Bookman Old Style">Button 3: zoom the camera (if camera mode)
or scale the actor (if actor mode). Zoom in/increase scale if the mouse
position is in the top half of the viewport; zoom out/decrease scale if the
mouse position is in the bottom half. In joystick mode, the amount of zoom is
controlled by the distance of the mouse pointer from the horizontal centerline
of the window. </FONT>
<LI><FONT face="Bookman Old Style">Keypress 3: toggle the render window into
and out of stereo mode. By default, red-blue stereo pairs are created. Some
systems support Crystal Eyes LCD stereo glasses; you have to invoke
SetStereoTypeToCrystalEyes() on the rendering window. </FONT>
<LI><FONT face="Bookman Old Style">Keypress e: exit the application. </FONT>
<LI><FONT face="Bookman Old Style">Keypress f: fly to the picked point </FONT>
<LI><FONT face="Bookman Old Style">Keypress p: perform a pick operation. The
render window interactor has an internal instance of </FONT><A class=el
href="mk:@MSITStore:D:\MyVC\vtk-5.0.0\Docs\vtk5.0.chm::/classvtkCellPicker.html"><FONT
face="Bookman Old Style">vtkCellPicker</FONT></A><FONT
face="Bookman Old Style"> that it uses to pick. </FONT>
<LI><FONT face="Bookman Old Style">Keypress r: reset the camera view along the
current view direction. Centers the actors and moves the camera so that all
actors are visible. </FONT>
<LI><FONT face="Bookman Old Style">Keypress s: modify the representation of
all actors so that they are surfaces. </FONT>
<LI><FONT face="Bookman Old Style">Keypress u: invoke the user-defined
function. Typically, this keypress will bring up an interactor that you can
type commands in. </FONT>
<LI><FONT face="Bookman Old Style">Keypress w: modify the representation of
all actors so that they are wireframe.</FONT></LI></UL>
<DIV><FONT face="Bookman Old Style">Hope it help.</FONT></DIV>
<DIV><FONT face="Bookman Old Style"></FONT> </DIV>
<DIV><FONT face="Bookman Old Style">Yixun Liu</FONT></DIV>
<DIV><FONT face="Bookman Old Style"></FONT> </DIV>
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