8/12/2023 0 Comments Translation geometry gifA grey line representing the axis on which your selection is translated will appear. In addition, by holding when you drag a selection, you’ll be able to constrain the movement in a vertical or horizontal translation only. In the case of a multi-selection, you can directly grab anywhere inside the bounding box, no need to grab one of the shapes specifically. You can use your mouse to grab and drag your selection to drop it to a new location. Shapes can be moved when they are selected. Indeed, in a group there are two implicit subgroups, which you can display by ticking the option "Layers Panel: show Shapes and Masks subgroups" in Edit → Preferences → General → Interface. They can be arranged between each other but they are separated from faces and players. Note: know that Masks are always at the top of a group. Specifically, you can use the items from the “Arrange” submenu to change the order of shapes in a group: “Move to Front” puts a shape above all other faces in its subgroup (masks are separated from faces and players), whereas “Move Forward” () just sends it above the next shape above in the group (and “Move to Back” and “Move Backward” () will do the opposite). If you want to order your shapes, you can drag & drop items directly in the layer list, or use the features in the options or right-click context menus. Indeed, shapes are stored in groups and ordered in a layer pile, which also impacts the rendering in the projection: very basically, what's on top of the pile will be displayed in front of what's below.īy default, when you create a shape, it is added in the currently active group. Shapes can be stacked and their order has an importance. That’s when the elements of information in the view toolbar and the layers panel will be helpful. Note: sometimes, when similar shapes are placed exactly one above the other, you might not notice that there are multiple ones in your selection. If you want to reach a shape that is below, the layer tree comes in handy! When you click on a pile, it will always select the one that is at the front (the highest in the layer list). When you create a mapping with a lot of shapes, there’s a chance some of them will overlap completely. But be aware that you can’t select multiple groups at once. Note: if you click on a group in the layers panel, all the shapes it contains will be selected. You can refer to the view toolbar, at the top of the work area, to know how many shapes you have in your selection (the number next to the yellow icon). When you make a selection of multiple objects, a bounding box appears around them (from HeavyM 2.4). When using the lasso selection, know that a shape needs to be completely covered by the rectangle in order to be selected entirely, or else it will only grab some of its vertices! To select multiple shapes at the same time, you can use basic key combinations like + click to pick some shapes, to select all shapes, + click to select an array in the layers panel, or a classic lasso selection. If a whole group is hidden, you can still click on it in the panel to make it active, but its shapes won’t be selected. Note: if a shape is hidden, it can’t be selected (neither in the canvas nor in the layers panel). When shapes are not selected, they bear the color of the group they are assigned to (except if they are masks, then they stay black.) It can be changed by clicking on the color symbol in the Layers panel. To select a shape, you can click on it in the layers panel on the left or directly in the canvas. These operations apply to all types of shapes. Here, we'll present basic shape movements and transformations. AuthorsĬurrent contributors: Tobias Reiter, Julius Piso, Josip Bobinac, Xaver KlemenschitsĬontact us via: was developed under the aegis of the 'Institute for Microelectronics' at the 'TU Wien'.In the previous articles of the "Creating Shapes" section, you've learned how to draw and edit the geometry of the three different kinds of shapes: Faces, Players & Masks. Before creating a pull request, make sure ALL files have been formatted by clang-format, which can be done using the format-project.sh script in the root directory. If you want to contribute to ViennaPS, make sure to follow the LLVM Coding guidelines. A detailed documentation for the configuration file can be found in app/README.md. The configuration file is parsed line by line and each succesfully parsed line is executed immediately. An example for a configuration file can be seen in SampleConfig.txt. The configuration file must obey a certain structure in order to be parsed correctly. Every configuration file can be run in 2D or 3D mode. This creates 2 executables ViennaPS2D and ViennaPS3D which run processes in 2 or 3 dimensions respectively.
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