2.1 Opening/Reading Files
2.2 Command Line Arguments
2.3 Modifying Application Settings
2.4 Saving Files
2.5 Creating HTML Pages
2.6 Copying to Clipboard
2.7 Printing / Print Preview
2.8 Camera Manipulation
2.9 Entity Selection
2.10 Querying the Model
2.11 Measuring Distance
2.12 Setting Visibility of Lights
2.13 Setting Visibility Of Parasolid Entities
2.14 Setting Selectability Of Parasolid Entities
2.15 Changing the Render Model
2.16 Changing the Viewing Projection
2.17 Topology Browser
2.18 Frame Rate Options
2.19 Axis Triad
Display
- Driver: Sets the HOOPS display driver.
- Disable Hardware Acceleration: Sets HOOPS to use software rendering. Only works for the OpenGL and Direct3D drivers.
- Axis Triad: If checked, displays X-Y-Z axis triad at the left-bottom corner of each document.
- Shadow Rendering: Sets the Shadow Rendering Mode. Can be used to work around hardware problems with shadow rendering.
Camera
- Smooth Transition: If checked, the camera is transitioned between two positions smoothly (in small increments).
- Projection: Sets the camera projection.
Rendering
- Shadows: If checked, shadows will be generated.
- Display Lists: If checked, display lists will be used. Usage of display lists can increase the performance upto 5 times. This option is only valid if you have OpenGL driver set.
- Occlusion Culling: If checked Occlusion Culling will be performed on the current scene which can result in significant performance gains with some models. This option currently only has effect when the OpenGL driver is selected and certain hardware requirements are met.
- Framerate enabled on Startup: If checked Constant Framerate Logic will be activated when a new model is loaded
- Fast HLR: If checked HOOPS will never use the precise, analytical Hidden Line mode.
- Culling Threshold: If checked will set the pixel culling threshold for occlusion culling.
Geometry Manipulation
- Update Shadows: If checked shadows will be updated during translation/rotation of objects.
- Use 3D Spriting: If checked spriting is used during translation/rotation of objects
Transparency
- Style: Allows you to set the style of transparency.
- Sorting: Allows you to set the sorting algorithm used for transparency.
- Layers: Allows you to set the number of layers for the depth peeling transparency sorting algorithm.
Antialiasing
- Use Anti-aliasing: If checked, enables scene anti-aliasing, with the option to set the anti-aliasing quality (number of samples).
- Text: If checked, enables text anti-aliasing.
- Lines + Edges: If checked, enables anti-aliasing for only lines and edges. In practice, this setting is redundant if screen anti-aliasing is already enabled.
Apply: Pressing this button will Apply the current settings to the associated view.
Reset: Pressing this button will restore the settings to factory default.
Line/Edge Geometry
- Default Line/Edge Weight: Sets the default line/edge weight.
Background Color
- Top: Sets the background color for the upper portion of the window. The background color can have a gradient from top to bottom.
- Bottom: Sets the background color for the lower portion of the window. If you prefer a single background color without any gradient, set this color exactly same as the Top Background Color.
Color Interpolation
- Color Interpolation: If checked, honors the color settings at each vertex of the Shells in the scene and applies a color ramp across the shell.
- By Value: Controls the color interpolation scheme for Shells which have vertex level coloring. If checked, the color at eachpixel in the face is determined by simply linearly interpolating the RGB color set on the adjacent vertices.
- By Colormap: Controls the color interpolation scheme for Shells which have vertex level coloring. If checked, the color at each pixel by is determined by interpolating between the indices in the colormap. This option is only valid if the Shell vertex colors have been set by Index.
- Isolines: If checked, renders only the Isolines for Shells in the scene which have colors set on their vertices.
Markup
- Color: Sets the color of Markup lines.
- Weight: Sets the line weight (thickness) for the Markup.
Shadow
- Color: Sets the color of the Shadow.
- Res: Sets the shadow resolution (values between 32 and 256 are allowed)
- Blur: Sets the amount of shadow blurring (values between 1 and 64 are allowed)
Fonts
- Name: Sets the current font for the scene.
- Size: Sets the current font size in points.
- Scalable: If checked annotation will scale as the camera position changes.
Apply: Pressing this button will Apply the current settings to the associated view.
Reset: Pressing this button will restore the settings to factory default.
HOOPS Stream File Export Options
- Compress Vertices: Compresses the vertices of entities which reduces HSF file size, but can sometimes result in visual artifacts.
- Bits per Vertex: Number of bits to be used for storing each vertex. This can be any integer between 8 & 72. This is applicable only if Compress Vertices is chosen.
- Compress Normals: Compresses the normals of entities which reduces HSF file size, but can sometimes result in visual artifacts.
- Bits per Normal: Number of bits to be used for storing each normal. This can be any integer between 8 & 72. This is applicable only if Compress Normals is chosen.
- HSF Version: The export version number for HSF files.
- Include File Dictionary: Export the file dictionary information. File Dictionary provides random entity access capability, but usually results in marginal increase in the size.
- Use Advanced Compression: Export the HSF file using the advanced edge-breaker connectivity compression. For more details on this type of compression, please refer to the HOOPS/Stream documentation.
- Include Line/Edge Data: Exports non-surface data to the HSF file, such as lines, arcs, text, circles, etc... It is useful to export this data if either:
- A. the data originated as an XT file and accurate wireframe or hidden-line renderings are desired
- B. much of the interesting geometry in the file is 'line data'; this would of course be the case if the model was an AEC-type model such as a 2D floorplan.
- Include Topology Information: If selected, HSFs will contain the associativity information between the graphical entities and their assembly structure. This can then be used to navigate the topological structure of the model without the need for the modeling kernel or the XT file. Since this information is stored within the file it does increase the file size, which may be undesirable if you are streaming the files across bandwidth constrained networks.
Parasolid XT File Settings
- Parasolid Schema File Path Data: This sets the location of the necessary Parasolid schema files so that the viewer may load files from different versions of Parasolid. Note that having this setting is essential for visualizing Parasolid files.
- Transmit Version Number: The export version number for Parasolid files.
- Location of Part files: The directory location of the Parasolid part files.
- Explode Instances: This tells the viewer to convert instances to unique objects. This will result in larger HSF file sizes when the XT file contains instanced objects. This is the default setting since most tested XT files did not utilize instancing.
- Read/Write Platform Independent Binary XT Files: Set whether the XT files are to be read in and saved as binary or ASCII text files. The default is ASCII text.
- Reset: Pressing this button will restore the settings to factory default.
Walk Options
- Use Keyboard: Checking this enables keyboard controls for movement. Keyboard controls are as follows:
- W: Forward
- A: Strafe Left
- S: Back
- D: Strafe Right
- Q: Up
- Z: Down
- Collision Detection: This enables collision detection between the camera and geometry in the scene.
- Snap to Floor: If checked, the walk operator will prevent the camera from floating too high over a surface, and snap to the floor when possible.
- Avatar Height: This controls the height of the camera when the camera is snapped to the floor.
- Automatic: Allows HOOPS to automatically set the avatar height to be a fraction of the scene extents.
- Step Height Up: This set the height at which the avatar will automatically walk up stairs and over small obstacles.
- Step Height Down: This sets the maximum height that the avatar can drop. Thus, if the drop is too large, the avatar will not be able to walk over an edge.
Animation
- Show Every Tick: If checked displays every tick of the animation regardless of the time per frame.
- Update Camera: If not checked camera movement which is part of the animation will be surpressed
- Jump To Keyframe: If checked the +/- button of the animation toolbar will move the animation to the next keyframe instead of the next tick
- Disable Constant Framerate: If checked the Constant Framerate Logic will be disabled while an animation is running.
- Timer Based Update: If checked updates are happening on regular intervals which allows animations to interact smoothly with other user input. Turning this off can help in code debugging.
- Show Collisions: If checked will enable visualization of collision detection in animations.
Camera
- Front View Axis: Sets what the partviewer will consider the "front view" for use with the "standard views" buttons.
- Top View Axis: Sets what the partviewer will consider the "top view" for use with the "standard views" buttons.
Appearance
- Polygons: Sets the selection color for polygons (faces).
- Lines: Sets the selection color for lines (edges).
- Markers: Sets the selection color for markers (vertices).
- Transparency: Sets the transparency level (%) for the selected entities.
- Gray Scale Selection: If checked, sets the scene to grayscale when performing a selection.
Behavior
- Visibility based selection: If checked all selection operations take visibility of objects into account (versus the standard analytical selection mode of HOOPS)
- Dynamic Highlighting: If checked, will automatically highlight geometry on a mouseover (and subsequently unhighlight when the mouse leaves.
- Honor Line/Edge weight/patterns: If checked, HOOPS will honor the weights and patterns of lines and patterns.
Linear Tolerances:
- Set Curve Chord Tolerance: If checked, linear curve chord tolerance option will be set. Enter the value to be used in the adjacent edit field. For more details on this setting, please refer to Parasolid documentation.
- Set Surface Plane Tolerance: If checked, linear surface plane tolerance option will be set. Enter the value to be used in the adjacent edit field. For more details on this setting, please refer to Parasolid documentation.
- Set Facet Plane Tolerance: If checked, linear face plane tolerance option will be set. Enter the value to be used in the adjacent edit field. For more details on this setting, please refer to Parasolid documentation.
Angular Tolerances:
- Set Curve Chord Tolerance: If checked, angular curve chord tolerance option will be set. Enter the value to be used in the adjacent edit field. For more details on this setting, please refer to Parasolid documentation.
- Set Surface Plane Tolerance: If checked, angular surface plane tolerance option will be set. Enter the value to be used in the adjacent edit field. For more details on this setting, please refer to Parasolid documentation.
- Set Facet Plane Tolerance: If checked, angular face plane tolerance option will be set. Enter the value to be used in the adjacent edit field. For more details on this setting, please refer to Parasolid documentation.
Reset: Pressing this button will restore the settings to factory default.
XT : Save file as a Parasolid XT File. You can choose between the binary or text forms, as well as select the transmit version of the file is via the 'File Settings' button under the File menu.
PSF : Saving the model as an PSF file will cause the original XT file data, the faceted information, and the associatively between the two to be stored within a single file. Since re-facetting will not need to occur when you load these files, load times will be significantly reduced.
HSF: Saving Files as HOOPS Stream Files will create a compressed file containing the faceted data in the scene. If 'Write Topology Information' was enabled in the 'File Settings' dialog, then additional user data which specifies the topological structure of the original CAD model will be exported to the HSF file as well. Since this file format contains a compressed, tessellated 3D representation of the XT file, load times are significantly faster than that of a standard XT file. File sizes are also substantially smaller typically in the range of 10% - 20% the size of the original model. To ensure that Levels of Details (LODs) of objects in the scene are included in the HSF you must instruct the PartViewer to generate LODs for the scene. This is automatically done by turning on Level of Details when you set a constant framerate via the Frame Rate Options dialog in the view menu.
HTML: Choosing the "Save as HTML" option creates an HTML page with the selected HSF embedded. These HTML pages can then be posted to a web site as live 3D data. The HTML page also has an embedded HOOPS 3D Stream Control which will stream the HSF from either a local disk or a web site. The embedded object will, behind the scenes, download and install the HOOPS 3D Control if it is not already installed on the machine reading the web page. This means that developers simply need to put the HTML and HSF file on their Web site and any user of MSIE can view the model over the web by simply pointing their browser to the page's URL.
EMF (Windows Encapsulated Metafiles) : These files can then be imported into any standard Windows application. The output is vector data when in either wireframe or hidden line mode. EMF output is used when you 'Copy to Clipboard'.
TIFF: These image files can be used to bring any of the data into any of the standard image editing software packages.
Smooth Transition
This feature can be toggledon/off via the Manipulate menu.. When turned on, the camera will smoothly transitioned (producing animation effect) when user zooms to window, changes the view plane or resets camera.
Select by Single Click
Select by Single Click is the default pick mode. Selections highlight the Parasolid entity type that is nearest to the Windows mouse click.
Select by Window
Select by Window selects and highlights all the specified Parasolid entity types under the window defined. The window is defined by a sequence of events using the left mouse button: down, down and motion, up.
Selecting via the Topology Browser
Entities may also be selected via the topology browser. Clicking on the entity in the browser will automatically highlighted the corresponding graphical entity in the scene. Clicking the 'Zoom to Selection' checkbox in the browser dialog will cause the camera to be automatically positioned in front of the highlighted entity.
