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<h1><A NAME="menu">Menu</a></h1>
<h2><A NAME="file_menu">File menu</a></h2>
The file menu is composed of :
<ul>
<li> <b>New</b><br>
  Reset the current scene to an empty one.
<li> <b>Load</b><br>
  Loads a 3de file.
<li> <b>Save</b><br>
  Saves the current scene, with the current name. If there isn't alredy a name
  for the scene, the name is asked before.
<li> <b>Save as...</b><br>
  Saves the current scene with a new name.
<li> <b>Save incremental</b><br>
  Saves with a new name. If the current name is not finishing with 2 digits,
  '00' is added at the end of the name. Otherwise, the two digits number is
  incremented and the file is saved with this new name.
<li> <b>Export to POV</b><br>
  Exports the scene to 
  <a HREF="http://www.povray.org"><b>P</b>ersistence <b>O</b>f 
   <b>V</b>ision (tm)</a> file format.
<li> <b>Export to BMRT</b><br>
  Export the scene to <a HREF="http://www.bmrt.org/bmrt.html"><b>B</b>lue 
  <b>M</b>oon <b>R</b>endering <b>T</b>ools</a> file format. Not done yet.
<li> <b>Export to Text</b><br>
  Export the selected object to a readable format. Debugg purpose.
<li> <b>Export to 3do</b><br>
  Export selected object to the <a HREF="3do.html">3do</a> file format.
<li> <b>Export to C code</b><br>
  Export the selected object to a C structure.
<li> <b>Import from 3ds</b><br>
  Import objects from a 3ds file. The objects are added in the current scene.
<li> <b>Import from 3do</b><br>
  Import 3do file object. The object is added in the current scene.
<li> <b>Import from raw</b><br>
  Import raw file object. The objects are added in the current scene.
<li> <b>Import from Vrml</b><br>
  Import wrl file object. The objects are added in the current scene.
<li> <b>Import from lwo</b><br>
<li> <b>Import from md2</b><br>
<li> <b>Import from dxf</b><br>
<li> <b>Quit</b><br>
</ul>

<h2><A NAME="edit_menu">Edit menu</a></h2>
The edit menu is composed of :
<ul>
<li> <b>Undo</b><br>
  <b>ppModeler</b> can undo the last 5 actions. When the user asks for undo, 
  <b>ppModeler</b> opens the following window :<br>
  <img src="undo.gif"><br>
  The selected level of undo is the state where the user want to go back.
  Selecting on level bellow the top will undo the last action. 
  Selecting "undo all" will undo the last five actions.
<li> <b>Move</b><br>
  Move the selected objects. <b>ppModeler</b> asks for the move parameters
  in the following window :<br>
  <img src="move.gif">
<li> <b>Rotate</b><br>
  Rotate the selected objects around the world axis. 
  <b>ppModeler</b> asks for the rotate parameters
  in the following window :<br>
  <img src="rotate.gif">
<li> <b>Scale x, y, z</b><br>
  Scale along the three axis in different proportions.
  <b>ppModeler</b> asks for the scale parameters
  in the following window :<br>
  <img src="scalexyz.gif">
<li> <b>Scale</b><br>
  Scale the selected objects.
<li> <b>Center select object</b><br>
  The barycenter of the selected object is moved to the location (0, 0, 0).
<li> <b>Invert faces</b><br>
  Invert all the normals of the selected objects.
<li> <b>Cut</b><br>
  Copy the selected objects into the clipboard and delete them from the scene.
<li> <b>Copy</b><br>
  Copy the selected objects into the clipboard.
<li> <b>Paste</b><br>
  Copy the selected objects from the clipboard into the scene.
<li> <b>Delete</b><br>
  Delets the selected objects.
<li> <b>Calculator</b><br>
  Enters a mathematical fomrmula, and sees the result. For the possible functions, looks <a HREF="math.html">mathematic surfaces</a>.
</ul>


<h2><A NAME="view_menu">Views menu</a></h2>
The views menu is composed of :
<ul>
<li> <b>1 view</b><br>
 <img src="view1.jpg">
<li> <b>2 vertical views</b><br>
<img src="view2v.jpg">
<li> <b>2 horizontal views</b><br>
<img src="view2h.jpg">
<li> <b>4 views</b><br>
<img src="view4.jpg">
</ul>

<h2><A NAME="effect_menu">Effect menu</a></h2>
The effect menu is composed of :
<ul>
<li> <b>Simplify</b><br>
  The same effect than the <a HREF="#simplify">simplify</a> tool in the 
  object tools boxes.  
<li> <b>Decimation</b><br>
<img SRC="decimw.gif" ><br>
Decimate the last selected object. 
The window shows the original object and the decimated object. A right click
on one of the drawing area opens the following window :<br>
<img src="viewdraw.gif"><br>
This window allows the user to choose the drawing mode.<br>
In order to decimate the object, the user enters a number of wanted vertices
in the decimated model and presses Enter. The operation can be quite long.
The result is shown at the end of the process.
<li> <b>Reinit. objects</b><br>
  Recomputes normals, edges, bounding sphere of the selected objects.
<li> <b>Vertex to grid</b><br>
  Rounds all the vertices to the near grid point. The grid can be set in
  the <a HREF="#option_menu">options</a> menu.
<li> <b>Object physical properties</b><br>
<img SRC="physic.gif" ><br>
This window gives the physical properties of the last selected object.
the properties are :&nbsp;
  <ul>
  <li>the mass, computed for a uniform density of one,&nbsp;</li>
  <li>the center of mass,&nbsp;</li>
  <li>the inertia tensor with origin at center of mass.&nbsp;</li>
  </ul>

<li> <b>Test speed</b><br>
  Opens a quick display window and display the scene in all the possible 
  angles (the step between angles is asked before). 
  Press "Esc" key to stop the test. Then show some frame rate statistics.<br>
  <img src="speed.jpg">
<li> <b>Ray tracing</b><br>
  <img src="raytrace.jpg"><br>
  Computes a raytraced image of the scene, from the camera point of view.
  The image size, the background are specify in the window. The field of view
  is the ditance from the camera to the projection plane and the recursion 
  level is the maximum depth plus one of the reflected rays.
</ul>

<h2><A NAME="object_menu">Objects menu</a></h2>
The object menu is composed of :
<ul>
<li> <b>Grid...</b><br>
Add a flat grid on the (xy) plane. The number of step along the both 
axis is asked before adding the grid. The following pictures is the 
result of adding a grid of 5x8.<br>
<img SRC="grid.gif" >
<li> <b>Blob</b><br>
  Look at <a HREF="blob.html">Blob Object chapter</a>.
<li> <b>Height filed</b><br>
  Look at <a HREF="heightfield.html">Heightfield Object chapter</a>.
<li> <b>Plant</b><br>
  Look at <a HREF="plant.html">Plant Object chapter</a>.
<li> <b>Textured polygon</b><br>
  Look at <a HREF="txtpoly.html">Textured polygon chapter</a>.
<li> <b>Architecture plan</b><br>
  Not done yet.
<li> <b>Mathematical surface</b><br>
  Look at <a HREF="math.html">Mathematical Surface chapter</a>.
<li> <b>Text</b><br>
  Look at <a HREF="ttf.html">3D String chapter</a>.
</ul>

<h2><A NAME="option_menu">Options menu</a></h2>
The options menu is composed of :
<ul>
<li> <b>Spline resolution</b><br>
  Defines the spline resolution. Tis resolution is used by the sphere
  creation, the cylinder creation and the spline mode for 2d and 3d polygons.
<li> <b>Statistics</b><br>
<img src="stat.gif"><br>
Gives some statistics about the scene and the objects. This window also
allows the user to change the object's names.
<li> <b>Configure</b><br>
  Not Finished yet. The only configuration is the background color in the 
  texturing mode.
<li> <b>midmap on/off</b><br>
  Toggles midmap on/off.
<li> <b>Grid</b><br>
Defines the grid steps for each axis. A 0 value means no grid at all.
<li> <b>Texture list</b><br>
  Look at the chapter <a HREF="texturelst.html">Texture management</a>.
</ul>

<h2><A NAME="help_menu">Help menu</a></h2>
The help menu is composed of :
<ul>
<li> <b>Help</b><br>
 Not done yet.
<li> <b>About</b><br>
<img src="about.jpg"><br>
 Gives the compile time. Usufull for debugging.
</ul>


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