XYZ Window
Descriptions below refer to the first, second, and third mouse
buttons. By default, these correspond to left, middle, and right
buttons of a 3-button mouse, but you can change these assignments in
the 3dmod Preferences dialog, accessed via the Edit-Options menu entry.
Basic Features of the XYZ Window
The Tool Bars
Hot Keys Special to the XYZ Window
Mouse Button Function in Movie Mode
Mouse Button Function in Model Mode
Marker Lines
Modeling Meshable Contours in XZ and YZ Planes
Basic Features of the XYZ Window
The XYZ window displays three slices: through an XY plane in the lower
left, through a YZ plane in the lower right, and through an XZ plane in
the upper left. The intersection of the model with these planes will
be drawn. Marker lines and crosses indicate the position of the
current image or model point, whose coordinates determine which slices are
shown within the volume.
Clicking or dragging the mouse in the vicinity of a marker line will also
change one coordinate to the clicked location; each marker
line's color matches the color of the border around the plane whose coordinate
is changed.
When the XYZ window is resized, the window is
reapportioned between the three view boxes.
When an image plane is too large to fit in its view box, the image can be
panned with the first mouse button. The windows do not all pan independently;
there are just three underlying pan offsets, for X, Y and Z, so that when you
pan, two windows will usually move together to keep corresponding regions of
the volume visible.
For volumes that are much larger in X and Y than in Z, the
allocation of the window space among the three view boxes can be changed by
dragging the light blue square, at the intersection of the X and Y marker
lines. This square will move along a diagonal so as to keep the Z sizes of
the XZ and YZ view boxes the same.
Modeling in the XYZ window is very similar to
the basic modeling that can be done in the Zap window, except that it can be
done in any of the three planes.
The Tool Bar
- The up and down arrows step the zoom factor up or down.
- The zoom edit box shows the current zoom factor and allows
one to type in a custom zoom.
- The checkerboard button toggles between fast rendering and
slower but higher quality interpolated image rendering. When the zoom is
below 0.75, the higher quality display uses a filter to remove aliased
information, which often appears as extra noise.
- The lock button will keep the display at the current location (and
time, if multiple image files are loaded), regardless of changes in the global
current point. With this button on, changes in the display of this window
(using the sliders, PageUp, PageDown, the arrow hot keys, or 1 or 2 hot keys
to change time) will not affect the global current point and the display in
other windows. Unlike in the Zap and Slicer windows, both image position and
time are locked by this single button.
- The Z-scale button toggles between displaying voxels at the same
scale in Z as in X and Y, and displaying them stretched by the model's
Z-scale. The state of this button is saved between sessions. Once this
setting is turned on, a new XYZ window will open with the boxes apportioned
appropriately. The Z-scale can be set in the Model Header dialog, opened with Edit-Model-Header.
- The centering button will pan the images to bring the current point
as close as possible to the center of each view box. The centered point is
either the current image point in movie mode or the current model point in
model mode.
- The fill cache button appears if 3dmod is opened with an image pyramid
and can be used to load data into the cache for the currently
displayed X/Y region at the current zoom. This is necessary to get a full
image in the XZ and YZ panels. Data are loaded for all Z values, not just
the ones visible in those panels. Loading is asynchronous, so other actions
can be done while it is happening, and intermediate amounts of image may
appear if you do so. The display is not updated automatically
until the data are all loaded.
- The Sum spin box allows summing (averaging) of the selected number of planes
of data. If a cache is being used, all Z planes needed for the sum in the
XY panel will be loaded if necessary, but the display may be incomplete in
the XZ and YZ panels. If 3dmod is opened with an image pyramid, the sum is
computed just for the region being displayed, and panning may be slow if
many slices are being averaged. Otherwise, the program computes the sum
over the full slice in each plane, which means that panning will be fast
because it can use existing sums, but other operations may be slow with
large volumes or with many slices being averaged. Summing is not available
for RGB data.
- The X slider allows one to change the X location.
- The Y slider allows one to change the Y location.
- The Z slider allows one to riffle through images or select a
particular section to display.
Hot Keys Special to the XYZ Window
Some of these hot keys, and many others, are available in a menu that pops up
when you right-click over the XYZ window toolbar.
- K will pan the images to bring the current point
as close as possible to the center of each view box, just as with the
centering toolbar button.
- R toggles between fast rendering and
slower but higher quality interpolated image rendering.
- Shift+P Toggles the projection of the current contour onto the side
views. Scattered point objects are always displayed in all three views.
- Q Reports the distance between the mouse and the current image or
model point, if the mouse is in one of the three view boxes. The current
model point is used in Model Mode, if one is defined. Otherwise, distance
is measured to the current image point in this XYZ window (which may be
different from the global current image point). A 3D distance is reported,
althoughly typically it will be the same as the 2D distance in the plane.
- Ins on the keypad: In model mode, this key works the same as
the second mouse button. A single keystrike adds one point;
holding the key down allows points to be added continuously.
- Arrows and PageUp/PageDown: These keys move the current
viewing point relative to the plane in the box where the mouse is located,
or relative to the XY plane if the mouse is not over a box. For example,
when the mouse is over the XZ box, the Up arrow advances in Z
and PageUp advances in Y, which switches to the next XZ plane. This
is useful when modeling in the XZ or YZ planes.
- Keypad Arrows and PageUp/PageDown: In model mode, the
numeric keypad arrow keys
move the current model point laterally and PageUp/PageDown move it
between slices, relative to the plane in the box where the mouse is
located. If the latter keys make a planar contour non-planar, a warning
will be issued, because as long as this contour is the current one, new
contours will not be made automatically when switching to a new plane or slice.
- ESC will close the XYZ window.
For other keys, see 3dmod Hot Keys.
Mouse Button Function in Movie Mode
- First Button Click: Select the current image point, marked by
a small cross in the three planes. In one of the three view boxes, this
will change the
coordinates displayed in the other two planes. Clicking in the horizontal
gutter region occupied by the green marker line will change the current X
coordinate and the YZ plane. Clicking in the
vertical gutter region will select a new Y coordinate and XZ plane. Clicking
in the upper right region will select a new Z coordinate and XY plane, as
indicated by the crossed marker lines.
- First Button Drag: In one of the three view boxes, this pans an
image if it is larger than its view box. In the horizontal or vertical gutter
or the upper right region, this riffles through YZ, XZ, or XY planes,
respectively. On the small blue square at the intersection of the marker
lines, this adjusts the allocation of window space among the view boxes.
- Second Button Click: In one of the three view boxes,
start movie
through the planes in the
forward direction, or stop movie,
- Third Button Click: In one of the three view boxes, start movie
through the planes in the backward direction, or stop movie.
Mouse Button Function in Model Mode
- First Button Click: In any of the slice view boxes, this makes the nearest
visible model point be the current model point. If there is no point nearby,
it detaches from
the current point and contour and selects a current viewing point
instead. Elsewhere, this click behaves as in movie mode. To attach to points
in any object, including ones that are turned off, there is an option in the
Behavior panel of the 3dmod Preferences dialog.
- First Button Drag: Pans images or riffles through planes, just as
in movie mode.
- Second Button Click: In any of the view boxes, adds one point to the
current contour or starts a new contour when modeling planar contours and the
new point would make the current contour nonplanar. The latter occurs when
modeling a closed
contour object or an open contour object with Start new contour at new
Z selected in the Edit-Object-Type dialog.
- Second Button Drag: In any of the view boxes, continually adds points to
the current contour as the mouse is moved.
- Third Button Click: In any of the view boxes, modifies the current model
point to be at the selected position.
- Third Button Drag: In any of the view boxes, continually modifies points
as the mouse is moved. This only works when the current model point is in the
interior of the contour, not at its end.
Marker Lines
The marker lines have little boxes indicating the position of the current
point, if it is visible in the image. These can also be used as sliders, as
follows:
- Cross-hair (upper right corner): moves the current point in Z on the
visible portion of the image.
- Horizontal slider (between top and main window): moves the current point
in X on the visible portion of the image.
- Vertical slider (between top and main window): moves the current point in
qY on the visible portion of the image.
Modeling Meshable Contours in XZ and YZ Planes
It is possible to draw planar contours in
the XZ or YZ planes that can be meshed to show a surface, just like ones in
the XY planes. There are features that facilitate this, but it requires some
attention to these details:
- The meshing code is able to connect contours that not in the XY plane
when they are all assigned the same surface number, and when that surface
contains only contours that lie in parallel planes.
- When you start modeling a closed contour in one of the boxes, 3dmod will
change the surface number of the contour, if necessary, to make sure that
the surface consists only of contours in parallel planes. This happens both
when you create a new contour before starting to draw, and when the program
automatically creates a new contour for you. This behavior can be turned
off with an option in the Behavior tab of the 3dmod Preferences dialog.
- The same features can operate when you model open contours, but only if
you select Start new contour at new Z in the Edit-Object-Type dialog.
- If you do not manipulate surface numbers or start a new surface yourself,
typically contours modeled in the XY plane will be in surface 0, ones in the
second plane that you model will be in surface 1, and ones in the other
plane will be in surface 2.
- You can still start new surfaces if you wish to use surfaces to keep track of
different structures.
- If you start modeling in a Zap window when the current contour was drawn
in the XZ or YZ plane, 3dmod will recognize that the current surface is
inappropriate and change to one appropriate for modeling in the XY plane. This
is not the case when returning to drawing in a Zap window after
drawing tilted contours in a Slicer window.
- It is a good idea to open the Surf/Cont/Point dialog (e.g., with
Edit-Surface-Go To) to monitor surface numbers. You can also visualize all
of the contours in each surface by opening the Model View window and
selecting Current surface only in the Subsets panel of the
Edit-Objects dialog.
Help Index