Opened 8 years ago
Closed 7 years ago
#1091 closed defect (fixed)
"View all" doesn't play well with "cofr center showpivot true"
Reported by: | Tristan Croll | Owned by: | Tom Goddard |
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Priority: | moderate | Milestone: | |
Component: | Graphics | Version: | |
Keywords: | Cc: | ||
Blocked By: | Blocking: | ||
Notify when closed: | Platform: | all | |
Project: | ChimeraX |
Description
The pivot indicator is currently considered part of the scene when calculating the view limits, so if it's currently a long way from the model then you get a zoomed-out scene with the pivot on one side and model on the other. In addition, the cofr mode gets reset back to default. I think it would be better if the pivot indicator were ignored and the existing mode maintained.
Change History (3)
comment:1 by , 8 years ago
follow-up: 2 comment:2 by , 8 years ago
To be honest, I’m not so much fussed with the “view all” command per se, but with what happens when one clicks the view all button in the top toolbar under these conditions. The result isn’t what the average user would expect, I think. Tristan Croll Research Fellow Cambridge Institute for Medical Research University of Cambridge CB2 0XY
comment:3 by , 7 years ago
Resolution: | → fixed |
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Status: | assigned → closed |
I made the view all and standard orientation toolbar buttons not change the center of rotation.
Also made these not use the pivot indicator when computing the bounds to view.
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The "view" command is the equivalent of the Chimera 1 "focus" command. The typical use has been to invoke clip planes and set fixed center of rotation "focus ligand", and then return to viewing everything with standard rotation center "focus". Why would we change that to not restore the center of rotation to default mode? Could make "view all cofr false" do what you want all though that is cumbersome to type.
Would be nice if the center of rotation indicator were not included in the bounds. Currently the code caches scene bounds and that is what is used. We can't exclude the pivot from the scene bounds because then if it is away from the model it will be clipped and not visible. But we could make "view all" not use the scene bounds and instead use the bounds not including the pivot. It would not be able to use the cached bounds, but performance would probably not be an issue. I've seen the same issue in VR with the hand controller pointers. I see I did some ugly hack for that case where I temporarily hid the hand controllers when computing the view all bounds.