Better Navigation
Posted: Tue May 27, 2025 3:58 am
Implement Fly mode (possibly in place of zooming, which would become redundant). That is, Right-mouse drag results in unlimited linear motion forward and backward, and panning speed is not affected by one's position. Many non-convex polyhedra — especially toroids, Leonardo-like models, and non-fully-supported stellations — have complex tunnels, canyons, and spikes. It is very informative to be able to get inside them, looking at features sideways or viewing them from the inside looking outward. Without Fly mode, I cannot find a way to get a close-up view from certain viewing angles.
It also would be very helpful to be able to rotate about the Viewpoint itself, that is, the camera, especially when inside the polyhedron. This would include rolling (which is not the same as Left+Right-drag — the manual is incorrect*), yawing (turning sideways), and pitching (tipping forward or backward). When inside a tunnel or canyon, one could have a look around from a fixed vantage point. Together with Fly mode, one could simulate an ant and walk about inside a Stewart Toroid endlessly!
Whether the center of rotation is the camera or the center of symmetry could be toggled by a
keystroke or menu action.
* That operation instead rotates about a line though the origin that is parallel to the viewing axis.
It also would be very helpful to be able to rotate about the Viewpoint itself, that is, the camera, especially when inside the polyhedron. This would include rolling (which is not the same as Left+Right-drag — the manual is incorrect*), yawing (turning sideways), and pitching (tipping forward or backward). When inside a tunnel or canyon, one could have a look around from a fixed vantage point. Together with Fly mode, one could simulate an ant and walk about inside a Stewart Toroid endlessly!
Whether the center of rotation is the camera or the center of symmetry could be toggled by a
keystroke or menu action.
* That operation instead rotates about a line though the origin that is parallel to the viewing axis.