Whenever you activate an option that should put something at the
graphics screen WHAT IF will prompt you for a MOL-object number and a
MOL-item name. MOL-objects can range from 1 till 8. A MOL-object itself can
only hold MOL-items. MOL-items can hold lines or dots, and on some hardware
also solids. MOL-objects exist to be able to group MOL-items. When you
want to manipulate MOL-items, you should know their name. You are therefore
strongly suggested to always use clear and unique names for MOL-items
See the commands ALLFIL, LINFIL or DOTFIL if you want to use self made MOL-items.
These commands can be used to read formatted MOL-item files.
See the command SIMPLE if you want to avoid having to think about
MOL-objects and MOL-items.
The command INIGRA removes all MOL-objects and all MOL-items
in them from the screen. You can only get the MOL-items back with the
GETITM and the GETITS commands.
The command INIOBJ will cause WHAT IF to prompt you for the number of a MOL-object.
Give a number between 1 and 8. The MOL-object will be removed from the screen.
The command ITEMOF will prompt you for a MOL-item. You should then type the name
of the MOL-item as you have given it upon creation. (If you forgot the name, you
can use the LSTITM option to get a MOL-item directory). The MOL-item will then
be toggled off. If the MOL-item was already off, nothing will happen. Use DELITM
to completely remove a MOL-item.
The command ITEMON will prompt you for a MOL-item. You should then type the name
of the MOL-item as you have given upon creation. (If you forgot the name, you
can use the LSTITM option to get a MOL-item directory). The MOL-item will then
be toggled on again in case it was toggled of with the ITEMOF command. If the
MOL-item was already on, nothing special will happen.
The command OBJOFF will prompt you for a MOL-object. You should then give a
MOL-object number from 0 till 8. The MOL-object will
be toggled off. If the MOL-object was already off, nothing will happen.
Use -1 to switch all objects off. Use a
non-existent MOL-object number to escape from this option. Use INIGRA
to completely remove a MOL-object.
This option is mainly meant for scripts because you can much more easily
toggle MOL-objects on and off with the MOL* buttons at the bottom of the
screen.
The command OBJON will prompt you for a MOL-object. You should then give a
MOL-object number from 0 till 8. The MOL-object will
be toggled on. If the MOL-object was already on, nothing will happen
Use -1 to switch all objects on. Use a
non-existent MOL-object number to escape from this option.
This option is mainly meant for scripts because you can much more easily
toggle MOL-objects on and off with the MOL* buttons at the bottom of the
screen.
The command LSTITM gives you an index of all presently available MOL-items,
regardless of their status. You should be aware however that these are the
MOL-items WHAT IF presently knows about. There might be many more MOL-items
on disk. You can use $ls *.WPL to see really all MOL-items that are available
as file on disk. You can use
GETITM to get MOL-items from disk into WHAT IF's memory. You can only plot
MOL-items if their corresponding *.WPL files still exist in the local directory.
So, do not throw these files away to quickly...
The command DELITM will prompt you for a MOL-item name. You should
then type the name
of the MOL-item as you have given upon creation. (If you forgot the name, you
can use the LSTITM option to get a MOL-item directory). The MOL-item will then
be removed from WHAT IF's MOL-item memory, and from the
screen. You can retrieve
deleted MOL-items with the GETITM command.
The command MOVITM will prompt you for a MOL-item. You should then type the name
of the MOL-item as you have given upon creation. (If you forgot the name, you
can use the LSTITM option to get a MOL-item directory). The MOL-item will
be stored in the so-called FBRT object. You
can now rotate and translate this MOL-item with respect to the rest of the items
at the screen. You can finish manipulating the item by picking either NO or YES.
If you pick NO, the item will be moved back to the old position.
Picking YES will cause WHAT IF to accept the new position. Both after
picking YES or NO, you will be prompted for the name of a MOL-item and a
MOL-object. This will then become a completely new MOL-item. You may however
give the same name as before the moving operation.
You need to use special combinations of mouse buttons to move the MOL-item that
is put in the so-called FBRT object).
Since a mouse has only three keys, the following has been done:
Manipulations of the world view:
Mouse motion What happens at the screen
LEFT mouse button horizontal motion (L-H) = rotation around Y
LEFT mouse button vertical motion (L-V) = rotation around X
MIDDLE mouse button horizontal motion (M-H) = translation along X
MIDDLE mouse button vertical motion (M-V) = translation along Y
RIGHT mouse button horizontal motion (R-H) = scaling
RIGHT mouse button vertical motion (R-V) = slabbing
Combinations:
LEFT + MIDDLE horizontal motion (L+M-H) = rotation around Z
LEFT + MIDDLE vertical motion (L+M-V) = translation along Z
Manipulations of FBRT, MOVE or MOVITM objects:
Mouse motion What happens at the screen
LEFT + RIGHT horizontal motion (L+R-H) = object rotation Y
LEFT + RIGHT vertical motion (L+R-V) = object rotation X
MIDDLE + RIGHT horizontal motion (M+R-H) = object translation X
MIDDLE + RIGHT vertical motion (M+R-V) = object translation Y
ALL THREE horizontal motion (L+M+R-H) = object rotation Z
ALL THREE vertical motion (L+M+R-V) = object translation Z
Additionally, the left and the right mouse button both can be used for picking.
After the command MOVITM you have a transformation matrix available to
apply to the soup. This is not a normal transformation because the human
brain wants the rotation of an object always about the same part of that object.
If you think about it, you will realize that this transformation must
therefore consist of a matrix and two vectors instead of one vector. However,
the result is that this matrix can not be interchanged with for example
symmetry matrices or the suppos matrix.
The command GETITM will prompt you for the name of a MOL-item. You can now
give the name of any MOL-item you want. MOL-items presently known to WHAT IF,
as well as old MOL-items which just happen to be on disk are acceptable.
(Use $ls *.WPL to get a list of the presently available files; the part
of the file name before the .WPL in the MOL-item name).
This MOL-item will be read in, and you will then be asked for the number of
the (new) MOL-object and the name of
the (new) MOL-item. This second name will be the new name, for which you can
choose every name you want, but preferably a name
not yet in use by WHAT IF. So if you have MOL-item A already in
use, and you read the MOL-item S using the command GETITM S, you are
allowed to give
B, or S, or A, etc., but although not impossible, it is wise not to
use S or A.
The command GETITS will repeatedly prompt you for the name of a MOL-item. You
can now
give the name of any MOL-item you want. Both MOL-items known to WHAT IF, and
old MOL-items which just happen to be on disk somewhere are acceptable.
These MOL-items will be read in and combined into one big MOL-item. After
entering zero (to indicate that you do not want to read any more MOL-items)
you will then be asked for the name of the combined
MOL-item. This name will be the new name, for which you can
choose every name not yet in use by WHAT IF. So if you have MOL-item A
already in
use, and you read the MOL-item S using the command GETITM S, you are
allowed to give
B, or S, or A, etc., but although not impossible, it is wise not to
use S or A.
The command MAKITM will cause WHAT IF to prompt you for the name of a
MOL-item, and for a file name. The vectors in the MOL-item will be written
formatted (=human readable) in that file. One graphics vector of six
coordinates will be given per line. Three coordinates for the begin point
of the vector, and three for the end point. The seventh number on each line
is the colour of the vector. A file made with the MAKITM command can be used
as input to the LINFIL command in the GRAEXT menu.
Often WHAT IF automatically puts residues at the screen; for example
after a mutation, after refinement, after debumping, etc. If you want to
get rid of these automatic residues you can use the command NOMODL.
Alternatively
you can toggle the working model on/off using the MODEL button in the
menu at the bottom of the screen.