This adds a new orthographic-projection view: elevation! It is called ElevationProjectedMiniWorldRender.
To make this easier to navigate with, I've kept the same "pan" controls as plan projection (ProjectedMiniWorldRender) but just pulled the camera down to the horizontal so that you get what is essentially a cross-section camera. As pan is locked to a plane, I also introduced controls to rotate the direction of the camera relative to (the assumedly-correct by sometimes wrong) magnetic-North that scans are taken relative to.
These expose, through ugly UI, a stepper for ±5º rotation and convenience buttons for ±90º rotations, as well as the same kind of depth control as exposed in the plan view which moves the position of the camera "forward/backward" to slice through the scene.
Example
Consider the following example showing first views from the existing 3D Render (perspective view) and Projected Render (plan view):
We can now enter elevation view for front/side/cross-section type views such as these:
This adds a new orthographic-projection view: elevation! It is called
ElevationProjectedMiniWorldRender
.To make this easier to navigate with, I've kept the same "pan" controls as plan projection (
ProjectedMiniWorldRender
) but just pulled the camera down to the horizontal so that you get what is essentially a cross-section camera. As pan is locked to a plane, I also introduced controls to rotate the direction of the camera relative to (the assumedly-correct by sometimes wrong) magnetic-North that scans are taken relative to.These expose, through ugly UI, a stepper for ±5º rotation and convenience buttons for ±90º rotations, as well as the same kind of depth control as exposed in the plan view which moves the position of the camera "forward/backward" to slice through the scene.
Example
Consider the following example showing first views from the existing 3D Render (perspective view) and Projected Render (plan view):
We can now enter elevation view for front/side/cross-section type views such as these: