# This example demonstrates an issue that occurs when there
# is a very large zoom factor and how to work around that issue.
# You will see that the display is not exactly centered on the
# desired component, and that, if you try to adjust the Theta or Phi,
# the change is not smooth but instead has discontinuities.
# The issue is resolved if one makes the world invisible,
# as this means the initial extent of the displayed scene only
# contains the nm scale components, so little or no zoom is required.
d:Ge/World/HLX = 20. cm
d:Ge/World/HLY = 20. cm
d:Ge/World/HLZ = 20. cm
#b:Ge/World/Invisible = "True" # Uncomment to solve zoom issue
s:Ge/CenterBox/Type = "TsBox"
s:Ge/CenterBox/Material = "Air"
s:Ge/CenterBox/Parent = "World"
d:Ge/CenterBox/HLX = 2.5 nm
d:Ge/CenterBox/HLY = 2. nm
d:Ge/CenterBox/HLZ = 1. nm
s:Ge/CenterBox/Color = "White"
s:Ge/PlusXBox/Type = "TsBox"
s:Ge/PlusXBox/Material = "Air"
s:Ge/PlusXBox/Parent = "World"
d:Ge/PlusXBox/HLX = 2.5 nm
d:Ge/PlusXBox/HLY = 2. nm
d:Ge/PlusXBox/HLZ = 1. nm
d:Ge/PlusXBox/TransX = 10. nm
s:Ge/PlusXBox/Color = "Blue"
s:Ge/PlusYBox/Type = "TsBox"
s:Ge/PlusYBox/Material = "Air"
s:Ge/PlusYBox/Parent = "World"
d:Ge/PlusYBox/HLX = 2.5 nm
d:Ge/PlusYBox/HLY = 2. nm
d:Ge/PlusYBox/HLZ = 1. nm
d:Ge/PlusYBox/TransY = 10. nm
s:Ge/PlusYBox/Color = "Red"
sv:Ph/Default/Modules = 1 "g4em-standard_opt0"
s:Gr/ViewA/Type = "OpenGL"
uv:Gr/ViewA/Scale = 3 1000 1000 1000 # Comment out to solve zoom issue
u:Gr/ViewA/Zoom = 40000 # Comment out to solve zoom issue
d:Gr/ViewA/Theta = 45. deg
d:Gr/ViewA/Phi = 45. deg
s:Gr/ViewA/CenterOn = "PlusYBox"
b:Ts/PauseBeforeQuit = "True"