Visualization settings
This section includes hierarchical structures for visualization settings, e.g., drawing of nodes, bodies, connectors, loads and markers and furthermore openGL, window and save image options. For further information, see Section Visualization settings dialog.
VSettingsGeneral
General settings for visualization that influence all windows, default values, autofit, multithreading, etc.
VSettingsGeneral has the following items:
- autoFitScene [type = bool, default = True]:
SC.visualizationSettings.general.autoFitSceneautomatically fit scene within startup after SC.renderer.Start() - axesTiling [type = PInt, default = 12]:
SC.visualizationSettings.general.axesTilingglobal number of segments for drawing cylinders for axes and cones for arrows (reduce this number, e.g. to 4, if many axes are drawn) - backgroundColor [type = Float4, default = [1.0,1.0,1.0,1.0], size = 4]:
SC.visualizationSettings.general.backgroundColorred, green, blue and alpha values for background color of render window (white=[1,1,1,1]; black = [0,0,0,1]) - backgroundColorBottom [type = Float4, default = [0.8,0.8,1.0,1.0], size = 4]:
SC.visualizationSettings.general.backgroundColorBottomred, green, blue and alpha values for bottom background color in case that useGradientBackground = True - boundingBoxZoomAllFactor [type = PFloat, default = 1.2]:
SC.visualizationSettings.general.boundingBoxZoomAllFactorfactor on boundingBox for zoom all (without minimum offset) - boundingBoxZoomAllOffset [type = UFloat, default = 0.01]:
SC.visualizationSettings.general.boundingBoxZoomAllOffsetminimum offset to bounding box of scene in window - width or height, whatever is smaller; adjust for very small or large scenes; may be negative - circleTiling [type = PInt, default = 16]:
SC.visualizationSettings.general.circleTilingglobal number of segments for circles; if smaller than 2, 2 segments are used (flat) - coordinateSystemSize [type = PFloat, default = 5.]:
SC.visualizationSettings.general.coordinateSystemSizesize of coordinate system relative to font size - cylinderTiling [type = PInt, default = 16]:
SC.visualizationSettings.general.cylinderTilingglobal number of segments for cylinders; if smaller than 2, 2 segments are used (flat) - graphicsUpdateInterval [type = UFloat, default = 0.1]:
SC.visualizationSettings.general.graphicsUpdateIntervalinterval of graphics update during simulation in seconds; 0.1 = 10 frames per second; low numbers might slow down computation speed - limitWindowToScreenSize [type = bool, default = True]:
SC.visualizationSettings.general.limitWindowToScreenSizeTrue: size for render window of respective view is limited to screen size; False: larger window sizes (e.g. for rendering) allowed according to renderWindowSize - linuxDisplayScaleFactor [type = PFloat, default = 1.]:
SC.visualizationSettings.general.linuxDisplayScaleFactorScaling factor for linux, which cannot determined from system by now; adjust this value to scale dialog fonts and renderer fonts - minSceneSize [type = PFloat, default = 0.1]:
SC.visualizationSettings.general.minSceneSizeminimum scene size for initial scene size and for autoFitScene, to avoid division by zero; SET GREATER THAN ZERO - pointSize [type = PFloat, default = 0.01]:
SC.visualizationSettings.general.pointSizeglobal point size (absolute) - reallyQuitTimeLimit [type = UReal, default = 900]:
SC.visualizationSettings.general.reallyQuitTimeLimitnumber of seconds after which user is asked a security question before stopping simulation and closing renderer; set to 0 in order to always get asked; set to 1e10 to (nearly) never get asked - rendererPrecision [type = PInt, default = 4]:
SC.visualizationSettings.general.rendererPrecisionprecision of general floating point numbers shown in render window: total number of digits used (max. 16) - rendererStartupTimeout [type = PInt, default = 2500]:
SC.visualizationSettings.general.rendererStartupTimeoutOpenGL render windows startup timeout in ms (change might be necessary if CPU is very slow) - renderWindowString [type = String, default = ‘’]:
SC.visualizationSettings.general.renderWindowStringstring shown in render window (use this, e.g., for debugging, etc.; written below EXUDYN, similar to solutionInformation in SimulationSettings.solutionSettings) - showHelpOnStartup [type = UInt, default = 5]:
SC.visualizationSettings.general.showHelpOnStartupseconds to show help message on startup (0=deactivate) - showSolutionInformation [type = bool, default = True]:
SC.visualizationSettings.general.showSolutionInformationtrue = show solution information (from simulationSettings.solution) - showSolverInformation [type = bool, default = True]:
SC.visualizationSettings.general.showSolverInformationtrue = solver name and further information shown in render window - showSolverTime [type = bool, default = True]:
SC.visualizationSettings.general.showSolverTimetrue = solver current time shown in render window - sphereTiling [type = PInt, default = 6]:
SC.visualizationSettings.general.sphereTilingglobal number of segments for spheres; if smaller than 2, 2 segments are used (flat) - textAlwaysInFront [type = bool, default = True]:
SC.visualizationSettings.general.textAlwaysInFrontif true, text for item numbers and other item-related text is drawn in front; this may be unwanted in case that you only with to see numbers of objects in front; currently does not work with perspective - textColor [type = Float4, default = [0.,0.,0.,1.0], size = 4]:
SC.visualizationSettings.general.textColorgeneral text color (default); used for system texts in render window - textHasBackground [type = bool, default = False]:
SC.visualizationSettings.general.textHasBackgroundif true, text for item numbers and other item-related text have a background (depending on text color), allowing for better visibility if many numbers are shown; the text itself is black; therefore, dark background colors are ignored and shown as white - textOffsetFactor [type = UFloat, default = 0.005]:
SC.visualizationSettings.general.textOffsetFactorThis is an additional out of plane offset for item texts (node number, etc.); the factor is relative to the maximum scene size and is only used, if textAlwaysInFront=False; this factor allows to draw text, e.g., in front of nodes - threadSafeGraphicsUpdate [type = bool, default = True]:
SC.visualizationSettings.general.threadSafeGraphicsUpdatetrue = updating of visualization is threadsafe, but slower for complicated models; deactivate this to speed up computation, but activate for generation of animations; may be improved in future by adding a safe visualizationUpdate state - useBitmapText [type = bool, default = True]:
SC.visualizationSettings.general.useBitmapTextif true, texts are displayed using pre-defined bitmaps for the text; may increase the complexity of your scene, e.g., if many (>10000) node numbers shown - useGradientBackground [type = bool, default = False]:
SC.visualizationSettings.general.useGradientBackgroundtrue = use vertical gradient for background; - useMultiThreadedRendering [type = bool, default = True]:
SC.visualizationSettings.general.useMultiThreadedRenderingtrue = rendering is done in separate thread; false = no separate thread, which may be more stable but has lagging interaction for large models (do not interact with models during simulation); you MUST set this parameter BEFORE call to SC.renderer.Start(); MAC OS: uses always false, because MAC OS does not support multi threaded GLFW - useWindowsDisplayScaleFactor [type = bool, default = True]:
SC.visualizationSettings.general.useWindowsDisplayScaleFactorthe Windows display scaling (monitor scaling; content scaling) factor is used for increased visibility of texts on high resolution displays; based on GLFW glfwGetWindowContentScale; deactivated on linux compilation as it leads to crashes (adjust textSize manually!) - zoomAllUseBoundingBox [type = bool, default = True]:
SC.visualizationSettings.general.zoomAllUseBoundingBoxif true, use exact scene bounding box (but not including texts) for zoom; does not include perspective effects!
VSettingsContourAdvanced
Advanced settings for contour plots.
VSettingsContourAdvanced has the following items:
- colorBarPrecision [type = PInt, default = 4]:
SC.visualizationSettings.contour.advanced.colorBarPrecisionprecision of floating point values shown in color bar; total number of digits used (max. 16) - colorBarTiling [type = PInt, default = 12, size = 1]:
SC.visualizationSettings.contour.advanced.colorBarTilingnumber of tiles (segements) shown in the colorbar for the contour plot - contourColor0 [type = Float4, default = [0.1,0.1,0.9,1.], size = 4]:
SC.visualizationSettings.contour.advanced.contourColor0RGBA color for relative value 0 used for contour plot; alpha is ignored - contourColor1 [type = Float4, default = [0.1,0.9,0.9,1.], size = 4]:
SC.visualizationSettings.contour.advanced.contourColor1RGBA color for relative value 0.25 used for contour plot; alpha is ignored - contourColor2 [type = Float4, default = [0.1,0.9,0.1,1.], size = 4]:
SC.visualizationSettings.contour.advanced.contourColor2RGBA color for relative value 0.25 used for contour plot; alpha is ignored - contourColor3 [type = Float4, default = [0.9,0.9,0.1,1.], size = 4]:
SC.visualizationSettings.contour.advanced.contourColor3RGBA color for relative value 0.25 used for contour plot; alpha is ignored - contourColor4 [type = Float4, default = [0.9,0.1,0.1,1.], size = 4]:
SC.visualizationSettings.contour.advanced.contourColor4RGBA color for relative value 0.25 used for contour plot; alpha is ignored - contourColorMax [type = Float4, default = [0.9,0.9,0.9,1.], size = 4]:
SC.visualizationSettings.contour.advanced.contourColorMaxRGBA color if relative value in contour plot is larger than 1 (if automaticRange=False); alpha is ignored - contourColorMin [type = Float4, default = [0.1,0.1,0.1,1.], size = 4]:
SC.visualizationSettings.contour.advanced.contourColorMinRGBA color if relative value in contour plot is smaller than 0 (if automaticRange=False); alpha is ignored - showColorBar [type = bool, default = True]:
SC.visualizationSettings.contour.advanced.showColorBarshow the colour bar with minimum and maximum values for the contour plot
VSettingsContour
Settings for contour plots; use these options to visualize field data, such as displacements, stresses, strains, etc. for bodies, nodes and finite elements.
VSettingsContour has the following items:
- advanced [type = VSettingsContourAdvanced]:
SC.visualizationSettings.contour.advancedadvanced settings for contour - alphaTransparency [type = float, default = 1, size = 1]:
SC.visualizationSettings.contour.alphaTransparencydefault value for contour alpha transparency (RGB color computed from contour value) - automaticRange [type = bool, default = True]:
SC.visualizationSettings.contour.automaticRangeif true, the contour plot value range is chosen automatically to the maximum range - maxValue [type = float, default = 1, size = 1]:
SC.visualizationSettings.contour.maxValuemaximum value for contour plot; set manually, if automaticRange == False - minValue [type = float, default = 0, size = 1]:
SC.visualizationSettings.contour.minValueminimum value for contour plot; set manually, if automaticRange == False - nodesColored [type = bool, default = True]:
SC.visualizationSettings.contour.nodesColoredif true, the contour color is also applied to nodes (except mesh nodes), otherwise node drawing is not influenced by contour settings - outputVariable [type = OutputVariableType, default = OutputVariableType::_None]:
SC.visualizationSettings.contour.outputVariableselected contour plot output variable type; select OutputVariableType._None to deactivate contour plotting. - outputVariableComponent [type = Int, default = 0, size = 1]:
SC.visualizationSettings.contour.outputVariableComponentselect the component of the chosen output variable; e.g., for displacements, 3 components are available: 0 == x, 1 == y, 2 == z component; for stresses, 6 components are available, see OutputVariableType description; to draw the norm of a outputVariable, set component to -1; if a certain component is not available by certain objects or nodes, no value is drawn (using default color) - reduceRange [type = bool, default = True]:
SC.visualizationSettings.contour.reduceRangeif true, the contour plot value range is also reduced; better for static computation; in dynamic computation set this option to false, it can reduce visualization artifacts; you should also set minVal to max(float) and maxVal to min(float) - rigidBodiesColored [type = bool, default = True]:
SC.visualizationSettings.contour.rigidBodiesColoredif true, the contour color is also applied to triangular faces of rigid bodies and mass points, otherwise the rigid body drawing are not influenced by contour settings; for general rigid bodies (except for ObjectGround), Position, Displacement, DisplacementLocal(=0), Velocity, VelocityLocal, AngularVelocity, and AngularVelocityLocal are available; may slow down visualization!
VSettingsNodes
Visualization settings for nodes.
VSettingsNodes has the following items:
- basisSize [type = float, default = 0.2]:
SC.visualizationSettings.nodes.basisSizesize of basis for nodes - defaultColor [type = Float4, default = [0.2,0.2,1.,1.], size = 4]:
SC.visualizationSettings.nodes.defaultColordefault RGBA color for nodes; 4th value is alpha-transparency - defaultSize [type = float, default = -1.]:
SC.visualizationSettings.nodes.defaultSizeglobal node size; if -1.f, node size is relative to openGL.initialMaxSceneSize - drawNodesAsPoint [type = bool, default = True]:
SC.visualizationSettings.nodes.drawNodesAsPointsimplified/faster drawing of nodes; uses general->pointSize as drawing size; if drawNodesAsPoint==True, the basis of the node will be drawn with lines - show [type = bool, default = True]:
SC.visualizationSettings.nodes.showflag to decide, whether the nodes are shown - showBasis [type = bool, default = False]:
SC.visualizationSettings.nodes.showBasisshow basis (three axes) of coordinate system in 3D nodes - showNodalSlopes [type = UInt, default = False]:
SC.visualizationSettings.nodes.showNodalSlopesdraw nodal slope vectors, e.g. in ANCF beam finite elements - showNumbers [type = bool, default = False]:
SC.visualizationSettings.nodes.showNumbersflag to decide, whether the node number is shown - tiling [type = PInt, default = 4]:
SC.visualizationSettings.nodes.tilingtiling for node if drawn as sphere; used to lower the amount of triangles to draw each node; if drawn as circle, this value is multiplied with 4
VSettingsBeams
Visualization settings for beam finite elements.
VSettingsBeams has the following items:
- axialTiling [type = PInt, default = 8]:
SC.visualizationSettings.bodies.beams.axialTilingnumber of segments to discretise the beams axis - crossSectionFilled [type = bool, default = True]:
SC.visualizationSettings.bodies.beams.crossSectionFilledif implemented for element, cross section is drawn as solid (filled) instead of wire-frame; NOTE: some quantities may not be interpolated correctly over cross section in visualization; equivalent to drawSolid of shells - crossSectionTiling [type = PInt, default = 4]:
SC.visualizationSettings.bodies.beams.crossSectionTilingnumber of quads drawn over height of beam, if drawn as flat objects; leads to higher accuracy of components drawn over beam height or with, but also to larger CPU costs for drawing - drawVertical [type = bool, default = False]:
SC.visualizationSettings.bodies.beams.drawVerticaldraw contour plot outputVariables ‘vertical’ along beam height; contour.outputVariable must be set accordingly - drawVerticalColor [type = Float4, default = [0.2,0.2,0.2,1.], size = 4]:
SC.visualizationSettings.bodies.beams.drawVerticalColorcolor for outputVariable to be drawn along cross section (vertically) - drawVerticalFactor [type = UFloat, default = 1.]:
SC.visualizationSettings.bodies.beams.drawVerticalFactorfactor for outputVariable to be drawn along cross section (vertically) - drawVerticalLines [type = bool, default = True]:
SC.visualizationSettings.bodies.beams.drawVerticalLinesdraw additional vertical lines for better visibility - drawVerticalOffset [type = float, default = 0.]:
SC.visualizationSettings.bodies.beams.drawVerticalOffsetoffset for vertical drawn lines; offset is added before multiplication with drawVerticalFactor - drawVerticalValues [type = bool, default = False]:
SC.visualizationSettings.bodies.beams.drawVerticalValuesshow values at vertical lines; note that these numbers are interpolated values and may be different from values evaluated directly at this point! - reducedAxialInterploation [type = bool, default = True]:
SC.visualizationSettings.bodies.beams.reducedAxialInterploationif True, the interpolation along the beam axis may be lower than the beam element order; this may, however, show more consistent values than a full interpolation, e.g. for strains or forces
VSettingsShells
Visualization settings for plate/shell finite elements.
VSettingsShells has the following items:
- drawSolid [type = bool, default = True]:
SC.visualizationSettings.bodies.shells.drawSolidif true: to draw plates/shells as 3D objects; false: only the element surface is drawn; equivalent to crossSectionFilled in beams - thicknessFactor [type = PFloat, default = 1.]:
SC.visualizationSettings.bodies.shells.thicknessFactora factor multiplied with the thickness of shells/plates only for visualization (e.g. to make some effects more visible)
VSettingsKinematicTree
Visualization settings for kinematic trees.
VSettingsKinematicTree has the following items:
- frameSize [type = float, default = 0.2]:
SC.visualizationSettings.bodies.kinematicTree.frameSizesize of COM and joint frames - showCOMframes [type = bool, default = False]:
SC.visualizationSettings.bodies.kinematicTree.showCOMframesif True, a frame is attached to every center of mass - showFramesNumbers [type = bool, default = False]:
SC.visualizationSettings.bodies.kinematicTree.showFramesNumbersif True, numbers are drawn for joint frames (O[i]J[j]) and COM frames (O[i]COM[j]) for object [i] and local joint [j] - showJointFrames [type = bool, default = True]:
SC.visualizationSettings.bodies.kinematicTree.showJointFramesif True, a frame is attached to the origin of every joint frame
VSettingsBodies
Visualization settings for bodies.
VSettingsBodies has the following items:
- beams [type = VSettingsBeams]:
SC.visualizationSettings.bodies.beamsvisualization settings for beams (e.g. ANCFCable or other beam elements) - kinematicTree [type = VSettingsKinematicTree]:
SC.visualizationSettings.bodies.kinematicTreevisualization settings for kinematic tree - shells [type = VSettingsShells]:
SC.visualizationSettings.bodies.shellsvisualization settings for plates and shells - defaultColor [type = Float4, default = [0.3,0.3,1.,1.], size = 4]:
SC.visualizationSettings.bodies.defaultColordefault RGBA color for bodies; 4th value is alpha-transparency - defaultSize [type = Float3, default = [1.,1.,1.], size = 3]:
SC.visualizationSettings.bodies.defaultSizeglobal body size of xyz-cube - deformationScaleFactor [type = float, default = 1]:
SC.visualizationSettings.bodies.deformationScaleFactorglobal deformation scale factor; also applies to nodes, if drawn; currently only used for scaled drawing of (linear) finite elements in FFRF and FFRFreducedOrder objects - show [type = bool, default = True]:
SC.visualizationSettings.bodies.showflag to decide, whether the bodies are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.bodies.showNumbersflag to decide, whether the body(=object) number is shown
VSettingsConnectors
Visualization settings for connectors.
VSettingsConnectors has the following items:
- contactPointsDefaultSize [type = float, default = 0.02]:
SC.visualizationSettings.connectors.contactPointsDefaultSizeDEPRECATED: do not use! global contact points size; if -1.f, connector size is relative to maxSceneSize - defaultColor [type = Float4, default = [0.2,0.2,1.,1.], size = 4]:
SC.visualizationSettings.connectors.defaultColordefault RGBA color for connectors; 4th value is alpha-transparency - defaultSize [type = float, default = 0.1]:
SC.visualizationSettings.connectors.defaultSizeglobal connector size; if -1.f, connector size is relative to maxSceneSize - jointAxesLength [type = float, default = 0.2]:
SC.visualizationSettings.connectors.jointAxesLengthglobal joint axes length - jointAxesRadius [type = float, default = 0.02]:
SC.visualizationSettings.connectors.jointAxesRadiusglobal joint axes radius - show [type = bool, default = True]:
SC.visualizationSettings.connectors.showflag to decide, whether the connectors are shown - showContact [type = bool, default = False]:
SC.visualizationSettings.connectors.showContactflag to decide, whether contact points, lines, etc. are shown for special cable-circle contacts; for spheres, triangles, tori, see visualizationSettings.contact - showJointAxes [type = bool, default = False]:
SC.visualizationSettings.connectors.showJointAxesflag to decide, whether contact joint axes of 3D joints are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.connectors.showNumbersflag to decide, whether the connector(=object) number is shown - springNumberOfWindings [type = PInt, default = 8]:
SC.visualizationSettings.connectors.springNumberOfWindingsnumber of windings for springs drawn as helical spring
VSettingsMarkers
Visualization settings for markers.
VSettingsMarkers has the following items:
- defaultColor [type = Float4, default = [0.1,0.5,0.1,1.], size = 4]:
SC.visualizationSettings.markers.defaultColordefault RGBA color for markers; 4th value is alpha-transparency - defaultSize [type = float, default = -1.]:
SC.visualizationSettings.markers.defaultSizeglobal marker size; if -1.f, marker size is relative to maxSceneSize - drawSimplified [type = bool, default = True]:
SC.visualizationSettings.markers.drawSimplifieddraw markers with simplified symbols - show [type = bool, default = True]:
SC.visualizationSettings.markers.showflag to decide, whether the markers are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.markers.showNumbersflag to decide, whether the marker numbers are shown
VSettingsLoads
Visualization settings for loads.
VSettingsLoads has the following items:
- defaultColor [type = Float4, default = [0.7,0.1,0.1,1.], size = 4]:
SC.visualizationSettings.loads.defaultColordefault RGBA color for loads; 4th value is alpha-transparency - defaultRadius [type = float, default = 0.005]:
SC.visualizationSettings.loads.defaultRadiusglobal radius of load axis if drawn in 3D - defaultSize [type = float, default = 0.2]:
SC.visualizationSettings.loads.defaultSizeglobal load size; if -1.f, load size is relative to maxSceneSize - drawSimplified [type = bool, default = True]:
SC.visualizationSettings.loads.drawSimplifieddraw markers with simplified symbols - drawWithUserFunction [type = bool, default = True]:
SC.visualizationSettings.loads.drawWithUserFunctiondraw loads like force vectors time dependent; make sure that fixedLoadSize=false, while otherwise only the direction will change; user functions can only be drawn, if they are either symbolic or for Python user functions if useMultiThreadedRendering=False - fixedLoadSize [type = bool, default = True]:
SC.visualizationSettings.loads.fixedLoadSizeif true, the load is drawn with a fixed vector length in direction of the load vector, independently of the load size - loadSizeFactor [type = float, default = 0.1]:
SC.visualizationSettings.loads.loadSizeFactorif fixedLoadSize=false, then this scaling factor is used to draw the load vector - show [type = bool, default = True]:
SC.visualizationSettings.loads.showflag to decide, whether the loads are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.loads.showNumbersflag to decide, whether the load numbers are shown
VSettingsTraces
Visualization settings for traces of sensors. Note that a large number of time points (influenced by simulationSettings.solutionSettings.sensorsWritePeriod) may lead to slow graphics.
VSettingsTraces has the following items:
- lineWidth [type = UFloat, default = 2.]:
SC.visualizationSettings.sensors.traces.lineWidthline width for traces - listOfPositionSensors [type = ArrayIndex, default = [], size = -1]:
SC.visualizationSettings.sensors.traces.listOfPositionSensorslist of position sensors which can be shown as trace inside render window if sensors have storeInternal=True; if this list is empty and showPositionTrace=True, then all available sensors are shown - listOfTriadSensors [type = ArrayIndex, default = [], size = -1]:
SC.visualizationSettings.sensors.traces.listOfTriadSensorslist of sensors of with OutputVariableType RotationMatrix; this non-empty list needs to coincide in length with the listOfPositionSensors to be shown if showTriads=True; the triad is drawn at the related position - listOfVectorSensors [type = ArrayIndex, default = [], size = -1]:
SC.visualizationSettings.sensors.traces.listOfVectorSensorslist of sensors with 3D vector quantities; this non-empty list needs to coincide in length with the listOfPositionSensors to be shown if showVectors=True; the vector quantity is drawn relative to the related position - positionsShowEvery [type = PInt, default = 1]:
SC.visualizationSettings.sensors.traces.positionsShowEveryinteger value i; out of available sensor data, show every i-th position - sensorsMbsNumber [type = Index, default = 0]:
SC.visualizationSettings.sensors.traces.sensorsMbsNumbernumber of main system which is used to for sensor lists; if only 1 mbs is in the SystemContainer, use 0; if there are several mbs, it needs to specify the number - showCurrent [type = bool, default = True]:
SC.visualizationSettings.sensors.traces.showCurrentshow current trace position (and especially vector quantity) related to current visualization state; this only works in solution viewer if sensor values are stored at time grid points of the solution file (up to a precision of 1e-10) and may therefore be temporarily unavailable - showFuture [type = bool, default = False]:
SC.visualizationSettings.sensors.traces.showFutureshow trace future to current visualization state if already computed (e.g. in SolutionViewer) - showPast [type = bool, default = True]:
SC.visualizationSettings.sensors.traces.showPastshow trace previous to current visualization state - showPositionTrace [type = bool, default = False]:
SC.visualizationSettings.sensors.traces.showPositionTraceshow position trace of all position sensors if listOfPositionSensors=[] or of specified sensors; sensors need to activate storeInternal=True - showTriads [type = bool, default = False]:
SC.visualizationSettings.sensors.traces.showTriadsif True, show basis vectors from rotation matrices provided by sensors - showVectors [type = bool, default = False]:
SC.visualizationSettings.sensors.traces.showVectorsif True, show vector quantities according to description in showPositionTrace - timeSpan [type = UReal, default = 0]:
SC.visualizationSettings.sensors.traces.timeSpanmaximum trace time span of past or future trace; given in seconds of simulation time; if zero, it is unused - traceColors [type = ArrayFloat, default = [0.2,0.2,0.2,1., 0.8,0.2,0.2,1., 0.2,0.8,0.2,1., 0.2,0.2,0.8,1., 0.2,0.8,0.8,1., 0.8,0.2,0.8,1., 0.8,0.4,0.1,1.], size = -1]:
SC.visualizationSettings.sensors.traces.traceColorsRGBA float values for traces in one array; using 6x4 values gives different colors for 6 traces; in case of triads, the 0/1/2-axes are drawn in red, green, and blue - triadSize [type = float, default = 0.1 ]:
SC.visualizationSettings.sensors.traces.triadSizelength of triad axes if shown - triadsShowEvery [type = PInt, default = 1]:
SC.visualizationSettings.sensors.traces.triadsShowEveryinteger value i; out of available sensor data, show every i-th triad - vectorScaling [type = float, default = 0.01]:
SC.visualizationSettings.sensors.traces.vectorScalingscaling of vector quantities; if, e.g., loads, this factor has to be adjusted significantly - vectorsShowEvery [type = PInt, default = 1]:
SC.visualizationSettings.sensors.traces.vectorsShowEveryinteger value i; out of available sensor data, show every i-th vector
VSettingsSensors
Visualization settings for sensors.
VSettingsSensors has the following items:
- traces [type = VSettingsTraces]:
SC.visualizationSettings.sensors.tracessettings for showing (position/triad) sensor traces and vector plots in the render window - defaultColor [type = Float4, default = [0.6,0.6,0.1,1.], size = 4]:
SC.visualizationSettings.sensors.defaultColordefault RGBA color for sensors; 4th value is alpha-transparency - defaultSize [type = float, default = -1.]:
SC.visualizationSettings.sensors.defaultSizeglobal sensor size; if -1.f, sensor size is relative to maxSceneSize - drawSimplified [type = bool, default = True]:
SC.visualizationSettings.sensors.drawSimplifieddraw sensors with simplified symbols - show [type = bool, default = True]:
SC.visualizationSettings.sensors.showflag to decide, whether the sensors are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.sensors.showNumbersflag to decide, whether the sensor numbers are shown
VSettingsContact
Global visualization settings for GeneralContact. This allows to easily switch on/off during visualization; also used for contact objects, such as ObjectContactSphereSphere or ObjectContactSphereTriangle.
VSettingsContact has the following items:
- colorBoundingBoxes [type = Float4, default = [0.9,0.1,0.1,1.], size = 4]:
SC.visualizationSettings.contact.colorBoundingBoxesRGBA color for boudnding boxes, see showBoundingBoxes - colorSearchTree [type = Float4, default = [0.1,0.1,0.9,1.], size = 4]:
SC.visualizationSettings.contact.colorSearchTreeRGBA color for search tree, see showSearchTree - colorSpheres [type = Float4, default = [0.8,0.5,0.2,1.], size = 4]:
SC.visualizationSettings.contact.colorSpheresRGBA color for contact spheres, see showSpheres - colorTori [type = Float4, default = [0.8,0.2,0.8,1.], size = 4]:
SC.visualizationSettings.contact.colorToriRGBA color for contact tori, see showTori - colorTriangles [type = Float4, default = [0.5,0.5,0.5,1.], size = 4]:
SC.visualizationSettings.contact.colorTrianglesRGBA color for contact triangles, see showTriangles - contactForcesFactor [type = float, default = 0.001]:
SC.visualizationSettings.contact.contactForcesFactorfactor used for scaling of contact forces is showContactForces=True - contactPointsDefaultSize [type = float, default = 0.001]:
SC.visualizationSettings.contact.contactPointsDefaultSizeglobal contact points size; if -1.f, connector size is relative to maxSceneSize; used for some contacts, e.g., in ContactFrictionCircle - showBoundingBoxes [type = bool, default = False]:
SC.visualizationSettings.contact.showBoundingBoxesshow computed bounding boxes of all GeneralContacts; Warning: avoid for large number of contact objects! - showContactForces [type = bool, default = False]:
SC.visualizationSettings.contact.showContactForcesif True, contact forces are drawn for certain contact models - showContactForcesValues [type = bool, default = False]:
SC.visualizationSettings.contact.showContactForcesValuesif True and showContactForces=True, numerical values for contact forces are shown at certain points - showSearchTree [type = bool, default = False]:
SC.visualizationSettings.contact.showSearchTreeshow outer box of search tree for all GeneralContacts - showSearchTreeCells [type = bool, default = False]:
SC.visualizationSettings.contact.showSearchTreeCellsshow all cells of search tree; empty cells have colorSearchTree, cells with contact objects have higher red value; Warning: avoid for large number of search tree cells! - showSpheres [type = bool, default = False]:
SC.visualizationSettings.contact.showSpheresshow contact spheres (SpheresWithMarker, …) - showTori [type = bool, default = False]:
SC.visualizationSettings.contact.showTorishow each contact torus - showTriangles [type = bool, default = False]:
SC.visualizationSettings.contact.showTrianglesshow contact triangles (TrianglesRigidBodyBased, …) - tilingCurves [type = PInt, default = 8]:
SC.visualizationSettings.contact.tilingCurvestiling for nonlinear/polynomial curves; higher values give smoother curves - tilingSpheres [type = PInt, default = 4]:
SC.visualizationSettings.contact.tilingSpherestiling for spheres; higher values give smoother spheres, but may lead to lower frame rates
VSettingsCamera
Settings for camera like perspective, marker tracking, clipping plane, etc. Note that some options may also be found in openGL settings.
VSettingsCamera has the following items:
- cameraPosition [type = Float3, default = [0.,0.,0.], size = 3]:
SC.visualizationSettings.view0.camera.cameraPosition,SC.visualizationSettings.view1.camera.cameraPosition,SC.visualizationSettings.view2.camera.cameraPosition,SC.visualizationSettings.view3.camera.cameraPositionif modelCentricView=True: offset to camera position in model view (and, if used, relative to tracked marker - instead of a tracked marker position, you could also just change the camera position in camera-centric views); camera rotation follows modelRotation in renderState - clippingPlaneDistance [type = float, default = 0.]:
SC.visualizationSettings.view0.camera.clippingPlaneDistance,SC.visualizationSettings.view1.camera.clippingPlaneDistance,SC.visualizationSettings.view2.camera.clippingPlaneDistance,SC.visualizationSettings.view3.camera.clippingPlaneDistancedistance of clipping plane on normal vector; see also clippingPlaneNormal and openGL.advanced.clippingPlaneColor - clippingPlaneNormal [type = Float3, default = [0.,0.,0.], size = 3]:
SC.visualizationSettings.view0.camera.clippingPlaneNormal,SC.visualizationSettings.view1.camera.clippingPlaneNormal,SC.visualizationSettings.view2.camera.clippingPlaneNormal,SC.visualizationSettings.view3.camera.clippingPlaneNormalnormal vector of clipping plane, e.g. [0,0,1] to set a xy-clipping plane; the clipped half-space is in direction of the normal; use [0,0,0] to deactivate clipping plane; Note that clipping is mainly made for triangles in order to visualize hidden objects and currently it only fully clips triangles, but does not exactly cut them; see also clippingPlaneDistance and openGL.advanced.clippingPlaneColor - modelCentricView [type = bool, default = True]:
SC.visualizationSettings.view0.camera.modelCentricView,SC.visualizationSettings.view1.camera.modelCentricView,SC.visualizationSettings.view2.camera.modelCentricView,SC.visualizationSettings.view3.camera.modelCentricViewTrue: rotations and translations are applied to model, while camera stays far enough away from the model and always captures the whole model (everything is in front of camera plane); False: camera moves and rotates while model stays in physical space; only geometry in front of camera is visible; note that the behavior of trackMarker changes with modelCentricView and some features are not available in case of modelCentricView=False. - nearFarPlaneOffset [type = Float3, default = [0.,0.,0.], size = 3]:
SC.visualizationSettings.view0.camera.nearFarPlaneOffset,SC.visualizationSettings.view1.camera.nearFarPlaneOffset,SC.visualizationSettings.view2.camera.nearFarPlaneOffset,SC.visualizationSettings.view3.camera.nearFarPlaneOffsetthe three values are [nearPlaneOffset, farPlaneOffset, flag]; if flag=0, the offsets are ignored and computed automatically, using x = 2 * maxSceneSize * zMaxSceneFactor, setting near plane to -x and far plane to +x in case of modelCentricView=True and setting near plane to 0.01 (minimal offset to eye point) and far plane to +x if modelCentricView=False; if flag=1, the near and far plane values are just overwritten; note that positive values for near plane make objects in front of the camera invisible while negative values make objects behind the camera plane visible; in case of camera-centric view, the eyepoint can be shifted backwards using cameraPosition accordingly. - perspective [type = UFloat, default = 0.]:
SC.visualizationSettings.view0.camera.perspective,SC.visualizationSettings.view1.camera.perspective,SC.visualizationSettings.view2.camera.perspective,SC.visualizationSettings.view3.camera.perspectiveparameter prescribes amount of perspective (0=no perspective=orthographic projection; positive values increase perspective; feasible values are 0.001 (little perspective) … 1 (extreme: 5), where larger values are possible but should be used with care; NOTE that the relation to the common field of view (FOV) angle alpha, with alpha=90°, is given by perspective = tan(alpha/2) = 1; mouse coordinates (F3) can not be shown with perspective>0 - trackMarker [type = Int, default = -1]:
SC.visualizationSettings.view0.camera.trackMarker,SC.visualizationSettings.view1.camera.trackMarker,SC.visualizationSettings.view2.camera.trackMarker,SC.visualizationSettings.view3.camera.trackMarkerif valid marker index is provided and marker provides position (and orientation), the centerpoint of the scene follows the marker (and orientation); depends on trackMarkerPosition and trackMarkerOrientation; by default, only position is tracked - trackMarkerMbsNumber [type = Index, default = 0]:
SC.visualizationSettings.view0.camera.trackMarkerMbsNumber,SC.visualizationSettings.view1.camera.trackMarkerMbsNumber,SC.visualizationSettings.view2.camera.trackMarkerMbsNumber,SC.visualizationSettings.view3.camera.trackMarkerMbsNumbernumber of main system which is used to track marker; if only 1 mbs is in the SystemContainer, use 0; if there are several mbs, it needs to specify the number - trackMarkerOrientation [type = Float3, default = [0.,0.,0.], size = 3]:
SC.visualizationSettings.view0.camera.trackMarkerOrientation,SC.visualizationSettings.view1.camera.trackMarkerOrientation,SC.visualizationSettings.view2.camera.trackMarkerOrientation,SC.visualizationSettings.view3.camera.trackMarkerOrientationchoose which orientation axes (x,y,z) are tracked; currently can only be all zero or all one - trackMarkerPosition [type = Float3, default = [1.,1.,1.], size = 3]:
SC.visualizationSettings.view0.camera.trackMarkerPosition,SC.visualizationSettings.view1.camera.trackMarkerPosition,SC.visualizationSettings.view2.camera.trackMarkerPosition,SC.visualizationSettings.view3.camera.trackMarkerPositionchoose which coordinates or marker are tracked (x,y,z) - useRaytracer [type = bool, default = False]:
SC.visualizationSettings.view0.camera.useRaytracer,SC.visualizationSettings.view1.camera.useRaytracer,SC.visualizationSettings.view2.camera.useRaytracer,SC.visualizationSettings.view3.camera.useRaytracerTrue: use (software) raytracer for this view; False: use standard OpenGL renderer
VSettingsScene
Settings change scene representation (show edges, show faces, global transparency), adding world basis, etc., in particular settings that are individual to each view. Note that some scene settings that are global to all views may be found in general and in openGL settings.
VSettingsScene has the following items:
- drawCoordinateSystem [type = UInt, default = 2]:
SC.visualizationSettings.view0.scene.drawCoordinateSystem,SC.visualizationSettings.view1.scene.drawCoordinateSystem,SC.visualizationSettings.view2.scene.drawCoordinateSystem,SC.visualizationSettings.view3.scene.drawCoordinateSystem0 = no coordinate system shown, 1 = draw lines with text, 2 = draw arrows, 3 = draw arrows with text - drawWorldBasis [type = bool, default = False]:
SC.visualizationSettings.view0.scene.drawWorldBasis,SC.visualizationSettings.view1.scene.drawWorldBasis,SC.visualizationSettings.view2.scene.drawWorldBasis,SC.visualizationSettings.view3.scene.drawWorldBasistrue = draw world basis coordinate system at (0,0,0) - facesTransparent [type = bool, default = False, size = 1]:
SC.visualizationSettings.view0.scene.facesTransparent,SC.visualizationSettings.view1.scene.facesTransparent,SC.visualizationSettings.view2.scene.facesTransparent,SC.visualizationSettings.view3.scene.facesTransparentTrue: show faces transparent independent of transparency (A)-value in color of objects; allow to show otherwise hidden node/marker/object numbers - showFaceEdges [type = bool, default = False, size = 1]:
SC.visualizationSettings.view0.scene.showFaceEdges,SC.visualizationSettings.view1.scene.showFaceEdges,SC.visualizationSettings.view2.scene.showFaceEdges,SC.visualizationSettings.view3.scene.showFaceEdgesTrue: show edges of triangles; using the options showFaces=false and showFaceEdges=true gives are wire frame representation - showFaces [type = bool, default = True, size = 1]:
SC.visualizationSettings.view0.scene.showFaces,SC.visualizationSettings.view1.scene.showFaces,SC.visualizationSettings.view2.scene.showFaces,SC.visualizationSettings.view3.scene.showFacesTrue: show faces of triangles, etc.; using the options showFaces=false and showFaceEdges=true gives are wireframe representation - showLines [type = bool, default = True, size = 1]:
SC.visualizationSettings.view0.scene.showLines,SC.visualizationSettings.view1.scene.showLines,SC.visualizationSettings.view2.scene.showLines,SC.visualizationSettings.view3.scene.showLinesTrue: show lines (other lines than face and mesh edges) - showMeshEdges [type = bool, default = True, size = 1]:
SC.visualizationSettings.view0.scene.showMeshEdges,SC.visualizationSettings.view1.scene.showMeshEdges,SC.visualizationSettings.view2.scene.showMeshEdges,SC.visualizationSettings.view3.scene.showMeshEdgesTrue: show edges of finite elements; independent of showFaceEdges - showMeshFaces [type = bool, default = True, size = 1]:
SC.visualizationSettings.view0.scene.showMeshFaces,SC.visualizationSettings.view1.scene.showMeshFaces,SC.visualizationSettings.view2.scene.showMeshFaces,SC.visualizationSettings.view3.scene.showMeshFacesTrue: show faces of finite elements; independent of showFaces - worldBasisSize [type = PFloat, default = 1.0]:
SC.visualizationSettings.view0.scene.worldBasisSize,SC.visualizationSettings.view1.scene.worldBasisSize,SC.visualizationSettings.view2.scene.worldBasisSize,SC.visualizationSettings.view3.scene.worldBasisSizesize of world basis coordinate system
VSettingsWindow
Settings for window that are individual to each view; in particular initial size, and behavior. Note that some of the settings are only used during creation of the window.
VSettingsWindow has the following items:
- alwaysOnTop [type = bool, default = False]:
SC.visualizationSettings.view0.window.alwaysOnTop,SC.visualizationSettings.view1.window.alwaysOnTop,SC.visualizationSettings.view2.window.alwaysOnTop,SC.visualizationSettings.view3.window.alwaysOnTopTrue: render window of respective view will be always on top of all other windows - globalFontSize [type = PFloat, default = 12.]:
SC.visualizationSettings.view0.window.globalFontSize,SC.visualizationSettings.view1.window.globalFontSize,SC.visualizationSettings.view2.window.globalFontSize,SC.visualizationSettings.view3.window.globalFontSizegeneral text font size (roughly measured in pixels); if useWindowsDisplayScaleFactor=True, the the textSize is multplied with the windows display scaling (monitor scaling; content scaling) factor for larger texts on on high resolution displays; for bitmap fonts, the maximum size of any font (standard/large/huge) is limited to 256 (which is not recommended, especially if you do not have a powerful graphics card) - lockModelView [type = bool, default = False]:
SC.visualizationSettings.view0.window.lockModelView,SC.visualizationSettings.view1.window.lockModelView,SC.visualizationSettings.view2.window.lockModelView,SC.visualizationSettings.view3.window.lockModelViewTrue: all movements (with mouse/keys), rotations, zoom are disabled; the view is either based on initial values (or on the current state) ==> initial zoom, rotation and center point need to be adjusted, approx. 0.4*maxSceneSize is a good value - maximize [type = bool, default = False]:
SC.visualizationSettings.view0.window.maximize,SC.visualizationSettings.view1.window.maximize,SC.visualizationSettings.view2.window.maximize,SC.visualizationSettings.view3.window.maximizeTrue: render window of respective view will be maximized at startup - renderWindowSize [type = Index2, default = [1024,768], size = 2]:
SC.visualizationSettings.view0.window.renderWindowSize,SC.visualizationSettings.view1.window.renderWindowSize,SC.visualizationSettings.view2.window.renderWindowSize,SC.visualizationSettings.view3.window.renderWindowSizeinitial size of render window of respective view for specific view in pixels for - showComputationInfo [type = bool, default = True]:
SC.visualizationSettings.view0.window.showComputationInfo,SC.visualizationSettings.view1.window.showComputationInfo,SC.visualizationSettings.view2.window.showComputationInfo,SC.visualizationSettings.view3.window.showComputationInfotrue = show (hide) all computation information including Exudyn and version - showMouseCoordinates [type = bool, default = False]:
SC.visualizationSettings.view0.window.showMouseCoordinates,SC.visualizationSettings.view1.window.showMouseCoordinates,SC.visualizationSettings.view2.window.showMouseCoordinates,SC.visualizationSettings.view3.window.showMouseCoordinatesTrue: show OpenGL coordinates and distance to last left mouse button pressed position in renderer status message; switched on/off with key ‘F3’; only works for axis-aligned ortho-projections - showRenderStateInfo [type = bool, default = False]:
SC.visualizationSettings.view0.window.showRenderStateInfo,SC.visualizationSettings.view1.window.showRenderStateInfo,SC.visualizationSettings.view2.window.showRenderStateInfo,SC.visualizationSettings.view3.window.showRenderStateInfoTrue: show renderer.state infos regarding zoom, offset and rotation in renderer status message; switched on/off with ‘CTRL-F3’ - showWindow [type = bool, default = True]:
SC.visualizationSettings.view0.window.showWindow,SC.visualizationSettings.view1.window.showWindow,SC.visualizationSettings.view2.window.showWindow,SC.visualizationSettings.view3.window.showWindowTrue: render window of respective view is shown when created; False: window will be iconified when created (e.g. if you are starting multiple computations automatically)
VSettingsView
Settings for view including camera, scene, window, and advanced options to setup a view or view window.
VSettingsView has the following items:
- camera [type = VSettingsCamera]:
SC.visualizationSettings.view0.camera,SC.visualizationSettings.view1.camera,SC.visualizationSettings.view2.camera,SC.visualizationSettings.view3.camerasettings for camera like perspective, marker tracking or clipping plane - scene [type = VSettingsScene]:
SC.visualizationSettings.view0.scene,SC.visualizationSettings.view1.scene,SC.visualizationSettings.view2.scene,SC.visualizationSettings.view3.scenesettings which change scene representation, showing edges, faces or world basis - window [type = VSettingsWindow]:
SC.visualizationSettings.view0.window,SC.visualizationSettings.view1.window,SC.visualizationSettings.view2.window,SC.visualizationSettings.view3.windowvisualization settings for window that are individual to each view
VSettingsWindowDeprecated
OpenGL Window and interaction settings for visualization; handle changes with care, as they might lead to unexpected results or crashes.
VSettingsWindowDeprecated has the following items:
VSettingsDialogs
Settings related to dialogs (e.g., visualization settings dialog).
VSettingsDialogs has the following items:
- alphaTransparency [type = UFloat, default = 0.94]:
SC.visualizationSettings.dialogs.alphaTransparencyalpha-transparency of dialogs; recommended range 0.7 (very transparent) - 1 (not transparent at all) - alwaysTopmost [type = bool, default = True]:
SC.visualizationSettings.dialogs.alwaysTopmostTrue: dialogs are always topmost (otherwise, they are sometimes hidden) - fontScalingMacOS [type = UFloat, default = 1.35]:
SC.visualizationSettings.dialogs.fontScalingMacOSfont scaling value for MacOS systems (on Windows, system display scaling is used) - multiThreadedDialogs [type = bool, default = True]:
SC.visualizationSettings.dialogs.multiThreadedDialogsTrue: During dialogs, the OpenGL render windows will still get updates of changes in dialogs, etc., which may cause problems on some platforms or for some (complicated) models; False: changes of dialogs will take effect when dialogs are closed - openTreeView [type = bool, default = False]:
SC.visualizationSettings.dialogs.openTreeViewTrue: all sub-trees of the visusalization dialog are opened when opening the dialog; False: only some sub-trees are opened
VSettingsMaterial
Settings for rendering materials, in particular for the Raytracer (may be available also in the OpenGL renderer in the future). This material (widely follows Phong model) can be either accessed via SC.renderer.materials or directly in visualizationSettings.raytracer.material0, material1, etc.; note that the default values shown in the documentation only reflect material0 but not all 10 default materials.
VSettingsMaterial has the following items:
- alpha [type = UFloat, default = 1.]:
SC.visualizationSettings.raytracer.material.alphaalpha-transparency, same as in alpha channel in RGBA colors; 1=opaque, 0=fully transparent; leads to extra rendering costs per transparent pixel - baseColor [type = Float3, default = [0.5,0.5,0.5], size = 3]:
SC.visualizationSettings.raytracer.material.baseColorRGB default material color if face color has R-color channel -1 - emission [type = Float3, default = [0.,0.,0.], size = 3]:
SC.visualizationSettings.raytracer.material.emissionRGB emissive material color (enlightened material) - ior [type = UFloat, default = 1.]:
SC.visualizationSettings.raytracer.material.iorindex of refraction for transparent materials (1=no refraction), >1 represents refraction - name [type = String, default = ‘undefined’]:
SC.visualizationSettings.raytracer.material.namematerial name for easier handling - reflectivity [type = UFloat, default = 0.]:
SC.visualizationSettings.raytracer.material.reflectivitycontrols reflectivity of material; 0=no reflections (rough, e.g. rubber), 1=fully reflective (mirror); this leads to large extra rendering costs per visible reflective pixel - shininess [type = UFloat, default = 32.]:
SC.visualizationSettings.raytracer.material.shininesscontrols shininess of specular component of lights; values < 5 is not very shiny, while > 50 is very shiny - specular [type = Float3, default = [0.5,0.5,0.5], size = 3]:
SC.visualizationSettings.raytracer.material.specularRGB specular material color
VSettingsRaytracerAdvanced
Advanced settings for raytracer.
VSettingsRaytracerAdvanced has the following items:
- backgroundColorReflections [type = Float4, default = [0.4,0.4,0.4,1.], size = 4]:
SC.visualizationSettings.raytracer.advanced.backgroundColorReflectionsscene RGBA color for background that is hit by reflection material; while openGL.backgroundColor is used for rays that do not hit an object, this background may - if black or white - not be a suitable color for computing reflections; this is generally needed, as our scenes are usually not inside a closed geometry (like inside a room); this color is also used if maxReflectionDepth is reached - searchTreeFactor [type = PInt, default = 1]:
SC.visualizationSettings.raytracer.advanced.searchTreeFactorThis factor can be used to increase the number of search tree bins, which can improve performance in case of inequilibrated scense; range=1..128 - shadowScalingFactor [type = UInt, default = 3, size = 1]:
SC.visualizationSettings.raytracer.advanced.shadowScalingFactorif lightRadiusVariations>1, this defines the downscaling factor of the shadow map, where 2 means that the resolution is 2 times smaller than the image resolution; additionally, multisampling is not used for shadow map computation if shadowScalingFactor>0, thus reducing the computational effort for shadow computation also in case of 1; range=0..16; larger values cause significant artifacts at shadow boundaries - shadowSmoothingSteps [type = UInt, default = 3, size = 1]:
SC.visualizationSettings.raytracer.advanced.shadowSmoothingStepsif lightRadiusVariations>1, this defines the number of smoothing steps at the low-resolution shadow map; smoothing reduces shadow artifacts caused by smaller values of lightRadiusVariations; range=0..32; smoothing steps may cause artifacts at shadow boundaries; only works for directional lights with position (e.g. 4th component in light0Position should be 1) - showText [type = bool, default = True]:
SC.visualizationSettings.raytracer.advanced.showTextTrue: show any kind of status text, node numbers, object numbers, etc. (depending on settings); False: do not show any text in raytracer, independently of settings - tilesPerThread [type = PInt, default = 12]:
SC.visualizationSettings.raytracer.advanced.tilesPerThreadTotal number of sub-tiles per thread, used to evenly distribute rendering load to threads - zBiasLines [type = float, default = 1e-3]:
SC.visualizationSettings.raytracer.advanced.zBiasLinesoffset for lines to draw in front of faces; relative to scene radius
VSettingsRaytracer
Settings for raytracer (software renderer) which can be used as alternative to classic OpenGL rendering; this option may be erased in future in favor of a modern GPU rendering. To activate the raytracer, simply switch the enable flag to True. The raytracer uses CPU-based rendering and is therefore comparably slow (may take seconds to render one frame). Thus, take care with the window dimension (start with small window size like 400 x 300) and use openGL.multiSampling=1. Note that many parameters are used from openGL settings, like backgroundColor, lineWidth, multiSampling, shadow (only on/off), and lights. See the options to improve appearance and performance.
VSettingsRaytracer has the following items:
- advanced [type = VSettingsRaytracerAdvanced]:
SC.visualizationSettings.raytracer.advancedadvanced settings for raytracer - material0 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material0settings for material0 - material1 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material1settings for material1 - material2 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material2settings for material2 - material3 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material3settings for material3 - material4 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material4settings for material4 - material5 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material5settings for material5 - material6 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material6settings for material6 - material7 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material7settings for material7 - material8 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material8settings for material8 - material9 [type = VSettingsMaterial]:
SC.visualizationSettings.raytracer.material9settings for material9 - globalFogColor [type = Float4, default = [0.5,0.5,0.5,1.], size = 4]:
SC.visualizationSettings.raytracer.globalFogColorscene RGBA fog color - globalFogDensity [type = UFloat, default = 0.]:
SC.visualizationSettings.raytracer.globalFogDensityglobal fog density; fog is deactivated if fogDensity=0, otherwise it is a density relative to scene max size; as it is relative, the factor has to be relatively high to be visible (usually >1) - imageSizeFactor [type = PInt, default = 1]:
SC.visualizationSettings.raytracer.imageSizeFactorSpecial size factor (1-16) to allow drawing with smaller resolution (faster); use this for long rendering times for adjustments, etc. - keepWindowActive [type = bool, default = False]:
SC.visualizationSettings.raytracer.keepWindowActiveSpecial flag, handle with care; True: sends some glfw functions to keep window reactive for long render times (>2 seconds); otherwise, the rendering may not finish due to timeout - lightRadiusVariations [type = PInt, default = 1, size = 1]:
SC.visualizationSettings.raytracer.lightRadiusVariationsif lightRadiusVariations>1, this defines the number of positions that are used to compute the effect of distributed lights (larger is slower but better quality); range=1..256; avoid squares of integers; good values: 1 (hard shadow boundaries), 6, 13, 20, 31, 72, 130, 240; for lower values, use shadowSmoothingSteps=2..8 - maxReflectionDepth [type = UInt, default = 2]:
SC.visualizationSettings.raytracer.maxReflectionDepthMaximum number of reflections computed for one ray (note that for each transparent face passed, the reflection depth is reduced by 1); maximum is 32 (but should not be more than 2-4 usually!) - maxTransparencyDepth [type = UInt, default = 2]:
SC.visualizationSettings.raytracer.maxTransparencyDepthMaximum number of transparent faces that can be passed (note that for each reflection, the transparency depth is reduced by 1); maximum is 32 (but should not be more than 2-4 usually!) - multiSampling [type = PInt, default = 1, size = 1]:
SC.visualizationSettings.raytracer.multiSamplingMulti-sampling used for rendering of faces, lines and text; increases image quality along edges (lines, etc.) but INCREASES rendering costs dramatically (multiSampling=3 => 3x3=9 times slower); also used for shadow if shadowScalingFactor=0; values only accepted in range [1..4] - numberOfThreads [type = PInt, default = 8]:
SC.visualizationSettings.raytracer.numberOfThreadsNumber of CPU-threads (max: 256) used for software rendering (should be approx. the number of available threads) - verbose [type = Index, default = 0]:
SC.visualizationSettings.raytracer.verbose1: print out some debug information on rendering, in particular rendering timings and counter; 2 and higher: advanced debug information
VSettingsOpenGLAdvanced
Advanced settings for openGL.
VSettingsOpenGLAdvanced has the following items:
- clippingPlaneColor [type = Float4, default = [0.7,0.5,0.5,0.], size = 4]:
SC.visualizationSettings.openGL.advanced.clippingPlaneColorRGBA color for clipping plane; if alpha-channel is 0, the cutting plane is not drawn; if alpha-channel is 1, the clippingPlaneColor is used; if alpha-channel is 2, the color of the object interior is used as clipping plane color (which may look strange in case of object-in-object); see also view.camera for clipping plane options - depthSorting [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.advanced.depthSortingTrue (slower): sort triangles by Z-depth to remove transparency artifacts: only works if triangles do not intersect or come close (you may like to refine triangle meshes); False: no depth-sort (faster) - enableLighting [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.advanced.enableLightinggenerally enable lighting (otherwise, colors of objects are used); OpenGL: glEnable(GL_LIGHTING) - faceNormalsColor [type = Float4, default = [0.8,0.2,0.2,1.], size = 4]:
SC.visualizationSettings.openGL.advanced.faceNormalsColorglobal RGBA color for face normals - initialCenterPoint [type = Float3, default = [0.,0.,0.], size = 3]:
SC.visualizationSettings.openGL.advanced.initialCenterPointcenterpoint of scene (3D) at renderer startup; overwritten if autoFitScene = True; only used in case that modelCentricView=True - initialMaxSceneSize [type = PFloat, default = 1.]:
SC.visualizationSettings.openGL.advanced.initialMaxSceneSizeinitial maximum scene size (auto: diagonal of cube with maximum scene coordinates); used for ‘zoom all’ functionality and for visibility of objects; overwritten if autoFitScene = True - initialModelRotation [type = StdArray33F, default = [Matrix3DF[3,3,1.,0.,0., 0.,1.,0., 0.,0.,1.]], size = 3x3]:
SC.visualizationSettings.openGL.advanced.initialModelRotationinitial model rotation matrix for OpenGl; in python use e.g.: initialModelRotation=[[1,0,0],[0,1,0],[0,0,1]]; only used in case that modelCentricView=True - initialZoom [type = UFloat, default = 1.]:
SC.visualizationSettings.openGL.advanced.initialZoominitial zoom of scene; overwritten/ignored if autoFitScene = True - lightModelLocalViewer [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.advanced.lightModelLocalViewerTrue: the camera origin is used to compute shininess effects (more realistic); maps to OpenGL glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,…) - lightModelTwoSide [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.advanced.lightModelTwoSideenlighten also backside of object; may cause problems on some graphics cards and lead to slower performance; maps to OpenGL glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,…) - lineSmooth [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.advanced.lineSmoothdraw lines smooth - polygonOffset [type = float, default = 0.05]:
SC.visualizationSettings.openGL.advanced.polygonOffsetgeneral polygon offset for polygons, except for shadows; use this parameter to draw polygons behind lines to reduce artifacts for very large or small models - shadeModelSmooth [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.advanced.shadeModelSmoothTrue: turn on smoothing for shaders, which uses vertex normals to smooth surfaces - shadowPolygonOffset [type = PFloat, default = 0.1]:
SC.visualizationSettings.openGL.advanced.shadowPolygonOffsetsome special drawing parameter for shadows which should be handled with care; defines some offset needed by openGL to avoid aritfacts for shadows and depends on maxSceneSize; this value may need to be reduced for larger models in order to achieve more accurate shadows, it may be needed to be increased for thin bodies - showBoundingBox [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.advanced.showBoundingBoxshow scene bounding box (red), as available in renderState.boundingBox; NOTE that the bounding box is only updated with ZoomAll or at startup; this is a debug flag and it may show reasongs for strange ZoomAll behavior, as ZoomAll should zoom to the bounding box; does only work for perspective=0 - textLineSmooth [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.advanced.textLineSmoothdraw lines for representation of text smooth - textLineWidth [type = UFloat, default = 1., size = 1]:
SC.visualizationSettings.openGL.advanced.textLineWidthwidth of lines used for representation of text - vertexNormalsColor [type = Float4, default = [0.8,0.2,0.2,1.], size = 4]:
SC.visualizationSettings.openGL.advanced.vertexNormalsColorglobal RGBA color for vertex normals
VSettingsLight
Settings for lights.
VSettingsLight has the following items:
- constantAttenuation [type = float, default = 1.0, size = 1]:
SC.visualizationSettings.openGL.light.constantAttenuationconstant attenuation coefficient of GL_LIGHT[0,1,2,3], this is a constant factor that attenuates the light source; attenuation factor = 1/(kc +kl*d + kq*d*d); (kc,kl,kq)=(1,0,0) means no attenuation; only used for lights, where last component of light position is 1 - diffuse [type = float, default = 0.5, size = 1]:
SC.visualizationSettings.openGL.light.diffusediffuse value of GL_LIGHT[0,1,2,3] - enable [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.light.enableturn on/off light - lightRadius [type = float, default = 0.1, size = 1]:
SC.visualizationSettings.openGL.light.lightRadiusonly used by raytracers: radius of light used to compute smooth shadows (approximated by raytracer.lightRadiusVariations); if lightRadiusVariations>1, this value defines the radius of the light, converting point lights into distributed lights (slower) - linearAttenuation [type = float, default = 0.0, size = 1]:
SC.visualizationSettings.openGL.light.linearAttenuationlinear attenuation coefficient of GL_LIGHT[0,1,2,3], this is a linear factor for attenuation of the light source with distance - position [type = Float4, default = [2.,2.,10.,0.], size = 4]:
SC.visualizationSettings.openGL.light.position4D position vector of GL_LIGHT[0,1,2,3]; 4th value should be 0 for directional lights that are (almost) infinitely far away, like the sun, but 1 for position-based lights (and for attenuation factor being calculated); light0 is also used for shadows, so you need to adjust this position to be located at a reasonable location; the openGL renderer uses shadow volumes and approximates directional lights by enlarging the direction to 200 times maxSceneSize, while the raytracer uses the correct direction; see opengl manuals - quadraticAttenuation [type = float, default = 0.0, size = 1]:
SC.visualizationSettings.openGL.light.quadraticAttenuationquadratic attenuation coefficient of GL_LIGHT[0,1,2,3], this is a quadratic factor for attenuation of the light source with distance - shadow [type = UFloat, default = 0.]:
SC.visualizationSettings.openGL.light.shadowin OpenGL renderer, the shadow parameter \(\in [0 ... 1]\) prescribes amount of shadow of light [0,1,2,3] that is added to the scene, using light position (or only direction), accumulating for each light; if this parameter is different from 0, rendering of triangles becomes approx.5 times more expensive, so take care in case of complex scenes; for complex object, such as spheres with fine resolution or for particle systems, the present approach has limitations and leads to artifacts and unrealistic shadows; for raytracer, shadow is included by a physics-based model for each light if shadow>0, accumulating effects of each light source - specular [type = float, default = 0.5, size = 1]:
SC.visualizationSettings.openGL.light.specularspecular value of GL_LIGHT[0,1,2,3] - useCameraFrame [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.light.useCameraFrameset False to set light positions and directions relative to model frame; True: lights are in camera frame, not following the visual transformations; this was True up to Exudyn 1.9.174
VSettingsOpenGL
OpenGL settings for 2D and 3D rendering - with many settings also used for raytracer. For further details and backgrounds also see OpenGL 1.3 functionality on the web.
VSettingsOpenGL has the following items:
- advanced [type = VSettingsOpenGLAdvanced]:
SC.visualizationSettings.openGL.advancedadvanced settings for openGL - light0 [type = VSettingsLight]:
SC.visualizationSettings.openGL.light0settings for light0 and shadow - light1 [type = VSettingsLight]:
SC.visualizationSettings.openGL.light1settings for light1 and shadow - light2 [type = VSettingsLight]:
SC.visualizationSettings.openGL.light2settings for light2 and shadow - light3 [type = VSettingsLight]:
SC.visualizationSettings.openGL.light3settings for light3 and shadow - drawFaceNormals [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.drawFaceNormalsdraws triangle normals, e.g. at center of triangles; used for debugging of faces - drawNormalsLength [type = PFloat, default = 0.1, size = 1]:
SC.visualizationSettings.openGL.drawNormalsLengthlength of normals; used for debugging - drawVertexNormals [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.drawVertexNormalsdraws vertex normals; used for debugging - faceEdgesColor [type = Float4, default = [0.2,0.2,0.2,1.], size = 4]:
SC.visualizationSettings.openGL.faceEdgesColorglobal RGBA color for face edges - faceTransparencyGlobal [type = UFloat, default = 0.4, size = 1]:
SC.visualizationSettings.openGL.faceTransparencyGlobalin case that facesTransparent=True this represents the max alpha-transparency - lightModelAmbient [type = Float4, default = [0.4,0.4,0.4,1.], size = 4]:
SC.visualizationSettings.openGL.lightModelAmbientglobal ambient light (needed for faces that are close to orthogonal to light or faces in shadow region); maps to OpenGL glLightModeli(GL_LIGHT_MODEL_AMBIENT,[r,g,b,a]); also used by raytracer - lineWidth [type = UFloat, default = 1., size = 1]:
SC.visualizationSettings.openGL.lineWidthwidth of lines used for representation of lines, circles, points, etc. - materialShininess [type = float, default = 32., size = 1]:
SC.visualizationSettings.openGL.materialShininessshininess of material - materialSpecular [type = Float4, default = [0.6,0.6,0.6,1.], size = 4]:
SC.visualizationSettings.openGL.materialSpecularRGBA specular color of material - multiSampling [type = PInt, default = 1, size = 1]:
SC.visualizationSettings.openGL.multiSamplingNOTE: this parameter must be set before starting renderer; later changes are not affecting visualization; multi sampling turned off (<=1) or turned on to given values (2, 3, 4, 8 or 16); increases the graphics buffers and might crash due to graphics card memory limitations; only works if supported by hardware; if it does not work, try to change 3D graphics hardware settings! - zMaxSceneFactor [type = PFloat, default = 2.]:
SC.visualizationSettings.openGL.zMaxSceneFactorfactor multiplied with maxSceneSize to avoid clipping of modelview; larger values reduce clipping of near or far objects, but may lead to artifacts (so-called Z-fighting)
VSettingsExportImages
Functionality to export images of view0 to files (PNG or TGA format) which can be used to create animations; in order to activate image recording during the solution process, set SolutionSettings.recordImagesInterval accordingly.
VSettingsExportImages has the following items:
- heightAlignment [type = PInt, default = 2]:
SC.visualizationSettings.exportImages.heightAlignmentalignment of exported image height; using a value of 2 helps to reduce problems with video conversion (additional horizontal lines are lost) - saveImageAsTextCircles [type = bool, default = True]:
SC.visualizationSettings.exportImages.saveImageAsTextCirclesexport circles in save image (only in TXT format) - saveImageAsTextLines [type = bool, default = True]:
SC.visualizationSettings.exportImages.saveImageAsTextLinesexport lines in save image (only in TXT format) - saveImageAsTextTexts [type = bool, default = False]:
SC.visualizationSettings.exportImages.saveImageAsTextTextsexport text in save image (only in TXT format) - saveImageAsTextTriangles [type = bool, default = False]:
SC.visualizationSettings.exportImages.saveImageAsTextTrianglesexport triangles in save image (only in TXT format) - saveImageFileCounter [type = UInt, default = 0]:
SC.visualizationSettings.exportImages.saveImageFileCountercurrent value of the counter which is used to consecutively save frames (images) with consecutive numbers - saveImageFileName [type = FileName, default = ‘images/frame’]:
SC.visualizationSettings.exportImages.saveImageFileNamefilename (without extension!) and (relative) path for image file(s) with consecutive numbering (e.g., frame0000.png, frame0001.png,…); ; directory will be created if it does not exist - saveImageFormat [type = String, default = ‘PNG’]:
SC.visualizationSettings.exportImages.saveImageFormatformat for exporting figures: currently only PNG, TGA and TXT available; while PNG and TGA represent the according image file formats, the TXT format results in a text file containing the 3D graphics data information as lists of lines, triangles, etc; PNG is not available for Ubuntu18.04 (check use TGA has highest compatibility with all platforms - saveImageSingleFile [type = bool, default = False]:
SC.visualizationSettings.exportImages.saveImageSingleFileTrue: only save single files with given filename, not adding numbering; False: add numbering to files, see saveImageFileName - saveImageTimeOut [type = PInt, default = 5000]:
SC.visualizationSettings.exportImages.saveImageTimeOuttimeout in milliseconds for saving a frame as image to disk; this is the amount of time waited for redrawing; increase for very complex scenes - widthAlignment [type = PInt, default = 4]:
SC.visualizationSettings.exportImages.widthAlignmentalignment of exported image width; using a value of 4 helps to reduce problems with video conversion (additional vertical lines are lost)
VSettingsOpenVR
Functionality to interact openVR; requires special hardware or software emulator, see steam / openVR descriptions.
VSettingsOpenVR has the following items:
- actionManifestFileName [type = FileName, default = ‘C:/openVRactionsManifest.json’]:
SC.visualizationSettings.interactive.openVR.actionManifestFileNameThis string must contain a string representing a valid absolute path to a vr_actions.json manifest, which describes all HMD, tracker, etc. devices as given by openVR - enable [type = bool, default = False]:
SC.visualizationSettings.interactive.openVR.enableTrue: openVR enabled (if compiled with according flag and installed openVR) - logLevel [type = Int, default = 1]:
SC.visualizationSettings.interactive.openVR.logLevelinteger value setting log level of openVR: -1 (no output), 0 (error), 1 (warning), 2 (info), 3 (debug); increase log level to get more output - showCompanionWindow [type = bool, default = True]:
SC.visualizationSettings.interactive.openVR.showCompanionWindowTrue: openVR will show companion window containing left and right eye view
VSettingsInteractiveAdvanced
Advanced settings for interactive.
VSettingsInteractiveAdvanced has the following items:
- highlightColor [type = Float4, default = [0.8,0.05,0.05,0.75], size = 4]:
SC.visualizationSettings.interactive.advanced.highlightColorRGBA color for highlighted item; 4th value is alpha-transparency - highlightOtherColor [type = Float4, default = [0.5,0.5,0.5,0.4], size = 4]:
SC.visualizationSettings.interactive.advanced.highlightOtherColorRGBA color for other items (which are not highlighted); 4th value is alpha-transparency - joystickScaleRotation [type = float, default = 200.]:
SC.visualizationSettings.interactive.advanced.joystickScaleRotationrotation scaling factor for joystick input - joystickScaleTranslation [type = float, default = 6.]:
SC.visualizationSettings.interactive.advanced.joystickScaleTranslationtranslation scaling factor for joystick input - keypressRotationStep [type = float, default = 5.]:
SC.visualizationSettings.interactive.advanced.keypressRotationSteprotation increment per keypress in degree (full rotation = 360 degree) - keypressTranslationStep [type = float, default = 0.1]:
SC.visualizationSettings.interactive.advanced.keypressTranslationSteptranslation increment per keypress relative to window size - mouseMoveRotationFactor [type = float, default = 1.]:
SC.visualizationSettings.interactive.advanced.mouseMoveRotationFactorrotation increment per 1 pixel mouse movement in degree - pauseWithSpacebar [type = bool, default = True]:
SC.visualizationSettings.interactive.advanced.pauseWithSpacebarTrue: during simulation, space bar can be pressed to pause simulation - selectionHighlights [type = bool, default = True]:
SC.visualizationSettings.interactive.advanced.selectionHighlightsTrue: enable mouse click to highlights item (default: red) - selectionLeftMouse [type = bool, default = True]:
SC.visualizationSettings.interactive.advanced.selectionLeftMouseTrue: enable left mouse click on items to show basic information - selectionLeftMouseItemTypes [type = Index, default = 31]:
SC.visualizationSettings.interactive.advanced.selectionLeftMouseItemTypesbinary flags (1,2,4,8,16) for (Node,Object,Marker,Load,Sensor) that are identified with left mouse click selection - selectionRightMouse [type = bool, default = True]:
SC.visualizationSettings.interactive.advanced.selectionRightMouseTrue: enable right mouse click on items to show dictionary (read only!) - selectionRightMouseGraphicsData [type = bool, default = False]:
SC.visualizationSettings.interactive.advanced.selectionRightMouseGraphicsDataTrue: right mouse click on items also shows GraphicsData information for inspectation (may sometimes be very large and may not fit into dialog for large graphics objects!) - zoomStepFactor [type = float, default = 1.15]:
SC.visualizationSettings.interactive.advanced.zoomStepFactorchange of zoom per keypress (keypad +/-) or mouse wheel increment
VSettingsInteractive
Functionality to interact with render window; includes special rotation and zoom factors, item-highlighting, marker tracking, item selection and keyPressUserFunction.
VSettingsInteractive has the following items:
- advanced [type = VSettingsInteractiveAdvanced]:
SC.visualizationSettings.interactive.advancedadvanced interactive visualization settings - openVR [type = VSettingsOpenVR]:
SC.visualizationSettings.interactive.openVRopenVR visualization settings - autoRotateModelView [type = bool, default = False]:
SC.visualizationSettings.interactive.autoRotateModelViewTrue: rotate model view with autorotation - autoRotationVelocity [type = Float3, default = [0.,0.,1.047198], size = 3]:
SC.visualizationSettings.interactive.autoRotationVelocityAngular velocity vector for auto-rotation of scene (only visualization view is rotated, not the model itself!) - highlightItemIndex [type = Int, default = -1]:
SC.visualizationSettings.interactive.highlightItemIndexindex of item that shall be highlighted (e.g., to find item which cauess problems); if set -1, no item is highlighted - highlightItemType [type = ItemType, default = ItemType::_None]:
SC.visualizationSettings.interactive.highlightItemTypeitem type (Node, Object, …) that shall be highlighted (e.g., to find item which cauess problems) - highlightMbsNumber [type = UInt, default = 0]:
SC.visualizationSettings.interactive.highlightMbsNumberindex of main system (mbs) for which the item shall be highlighted; number is related to the ID in SystemContainer (first mbs = 0, second = 1, …) - ignoreKeys [type = bool, default = False]:
SC.visualizationSettings.interactive.ignoreKeysTrue: ignore keyboard input except escape and ‘F2’ keys; used for interactive mode, e.g., to perform kinematic analysis; This flag can be switched with key ‘F2’; if ignoreKeys=True, then keyPressUserFunction can be used! - keyPressUserFunction [type = KeyPressUserFunction, default = 0]:
SC.visualizationSettings.interactive.keyPressUserFunctionadd a Python function f(key, action, mods) here, which is called every time a key is pressed; set this parameter to 0 (int) in order to deactivate it; the user function is only called if interactive.ignoreKeys=True; function shall return true, if key has been processed; Example: def f(key, action, mods): phantom{XXX} print(‘key=’,key); use chr(key) to convert key codes [32 …96] to ascii; special key codes (>256) are provided in the exudyn.KeyCode enumeration type; key action needs to be checked (0=released, 1=pressed, 2=repeated); mods provide information (binary) for SHIFT (1), CTRL (2), ALT (4), Super keys (8), CAPSLOCK (16) - logMouseCoordinates [type = bool, default = True]:
SC.visualizationSettings.interactive.logMouseCoordinatesTrue: if showMouseCoordinates=True, also log mouse coordinates (transformed to model coordinates); only works for axis-aligned ortho-projections and shows the coordinates of the current plane - useJoystickInput [type = bool, default = True]:
SC.visualizationSettings.interactive.useJoystickInputTrue: read joystick input (use 6-axis joystick with lowest ID found when starting renderer window) and interpret as (x,y,z) position and (rotx, roty, rotz) rotation: as available from 3Dconnexion space mouse and maybe others as well; set to False, if external joystick makes problems …
VisualizationSettings
Top structure for all visualization settings in Exudyn.
VisualizationSettings has the following items:
- bodies [type = VSettingsBodies]:
SC.visualizationSettings.bodiesbody visualization settings - connectors [type = VSettingsConnectors]:
SC.visualizationSettings.connectorsconnector visualization settings - contact [type = VSettingsContact]:
SC.visualizationSettings.contactcontact visualization settings - contour [type = VSettingsContour]:
SC.visualizationSettings.contourcontour plot visualization settings - dialogs [type = VSettingsDialogs]:
SC.visualizationSettings.dialogsdialogs settings - exportImages [type = VSettingsExportImages]:
SC.visualizationSettings.exportImagessettings for exporting (saving) images to files in order to create animations - general [type = VSettingsGeneral]:
SC.visualizationSettings.generalgeneral visualization settings - interactive [type = VSettingsInteractive]:
SC.visualizationSettings.interactiveSettings for interaction with renderer - loads [type = VSettingsLoads]:
SC.visualizationSettings.loadsload visualization settings - markers [type = VSettingsMarkers]:
SC.visualizationSettings.markersmarker visualization settings - nodes [type = VSettingsNodes]:
SC.visualizationSettings.nodesnode visualization settings - openGL [type = VSettingsOpenGL]:
SC.visualizationSettings.openGLOpenGL rendering settings - raytracer [type = VSettingsRaytracer]:
SC.visualizationSettings.raytracerRaytracer settings (builds on OpenGL rendering settings) - sensors [type = VSettingsSensors]:
SC.visualizationSettings.sensorssensor visualization settings - view0 [type = VSettingsView]:
SC.visualizationSettings.view0Settings for main view 0 - view1 [type = VSettingsView]:
SC.visualizationSettings.view1Settings for sub-view 1 - view2 [type = VSettingsView]:
SC.visualizationSettings.view2Settings for sub-view 2 - view3 [type = VSettingsView]:
SC.visualizationSettings.view3Settings for sub-view 3
The following parameter changes have been made:
visualizationSettings.general.drawCoordinateSystem → visualizationSettings.view0.scene.drawCoordinateSystem (changed in version 1.10.80, expires: 2030)
visualizationSettings.general.drawWorldBasis → visualizationSettings.view0.scene.drawWorldBasis (changed in version 1.10.80, expires: 2030)
visualizationSettings.general.showComputationInfo → visualizationSettings.view0.window.showComputationInfo (changed in version 1.10.80, expires: 2030)
visualizationSettings.general.textSize → visualizationSettings.view0.window.globalFontSize (changed in version 1.10.80, expires: 2030)
visualizationSettings.general.worldBasisSize → visualizationSettings.view0.scene.worldBasisSize (changed in version 1.10.80, expires: 2030)
visualizationSettings.contour.colorBarPrecision → visualizationSettings.contour.advanced.colorBarPrecision (changed in version 1.10.80, expires: 2030)
visualizationSettings.contour.colorBarTiling → visualizationSettings.contour.advanced.colorBarTiling (changed in version 1.10.80, expires: 2030)
visualizationSettings.contour.showColorBar → visualizationSettings.contour.advanced.showColorBar (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.alwaysOnTop → visualizationSettings.view0.window.alwaysOnTop (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.ignoreKeys → visualizationSettings.interactive.ignoreKeys (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.keyPressUserFunction → visualizationSettings.interactive.keyPressUserFunction (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.limitWindowToScreenSize → visualizationSettings.general.limitWindowToScreenSize (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.maximize → visualizationSettings.view0.window.maximize (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.reallyQuitTimeLimit → visualizationSettings.general.reallyQuitTimeLimit (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.renderWindowSize → visualizationSettings.view0.window.renderWindowSize (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.showMouseCoordinates → visualizationSettings.view0.window.showMouseCoordinates (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.showRenderStateInfo → visualizationSettings.view0.window.showRenderStateInfo (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.showWindow → visualizationSettings.view0.window.showWindow (changed in version 1.10.80, expires: 2030)
visualizationSettings.window.startupTimeout → visualizationSettings.general.rendererStartupTimeout (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.ambientLightColor → visualizationSettings.openGL.lightModelAmbient (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.backgroundColorReflections → visualizationSettings.raytracer.advanced.backgroundColorReflections (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.enable → visualizationSettings.view0.camera.useRaytracer (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.lightRadius → visualizationSettings.openGL.light0.lightRadius (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.searchTreeFactor → visualizationSettings.raytracer.advanced.searchTreeFactor (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.shadowScalingFactor → visualizationSettings.raytracer.advanced.shadowScalingFactor (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.shadowSmoothingSteps → visualizationSettings.raytracer.advanced.shadowSmoothingSteps (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.showText → visualizationSettings.raytracer.advanced.showText (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.tilesPerThread → visualizationSettings.raytracer.advanced.tilesPerThread (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.zBiasLines → visualizationSettings.raytracer.advanced.zBiasLines (changed in version 1.10.80, expires: 2030)
visualizationSettings.raytracer.zOffsetCamera → visualizationSettings.openGL.dummy (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.clippingPlaneColor → visualizationSettings.openGL.advanced.clippingPlaneColor (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.clippingPlaneDistance → visualizationSettings.view0.camera.clippingPlaneDistance (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.clippingPlaneNormal → visualizationSettings.view0.camera.clippingPlaneNormal (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.depthSorting → visualizationSettings.openGL.advanced.depthSorting (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.enableLight0 → visualizationSettings.openGL.light0.enable (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.enableLight1 → visualizationSettings.openGL.light1.enable (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.enableLighting → visualizationSettings.openGL.advanced.enableLighting (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.facesTransparent → visualizationSettings.view0.scene.facesTransparent (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.initialCenterPoint → visualizationSettings.openGL.advanced.initialCenterPoint (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.initialMaxSceneSize → visualizationSettings.openGL.advanced.initialMaxSceneSize (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.initialModelRotation → visualizationSettings.openGL.advanced.initialModelRotation (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.initialZoom → visualizationSettings.openGL.advanced.initialZoom (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light0ambient → visualizationSettings.openGL.dummy (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light0constantAttenuation → visualizationSettings.openGL.light0.constantAttenuation (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light0diffuse → visualizationSettings.openGL.light0.diffuse (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light0linearAttenuation → visualizationSettings.openGL.light0.linearAttenuation (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light0position → visualizationSettings.openGL.light0.position (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light0quadraticAttenuation → visualizationSettings.openGL.light0.quadraticAttenuation (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light0specular → visualizationSettings.openGL.light0.specular (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light1ambient → visualizationSettings.openGL.dummy (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light1constantAttenuation → visualizationSettings.openGL.light1.constantAttenuation (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light1diffuse → visualizationSettings.openGL.light1.diffuse (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light1linearAttenuation → visualizationSettings.openGL.light1.linearAttenuation (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light1position → visualizationSettings.openGL.light1.position (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light1quadraticAttenuation → visualizationSettings.openGL.light1.quadraticAttenuation (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.light1specular → visualizationSettings.openGL.light1.specular (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.lightModelLocalViewer → visualizationSettings.openGL.advanced.lightModelLocalViewer (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.lightModelTwoSide → visualizationSettings.openGL.advanced.lightModelTwoSide (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.lightPositionsInCameraFrame → visualizationSettings.openGL.light0.useCameraFrame (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.lineSmooth → visualizationSettings.openGL.advanced.lineSmooth (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.materialAmbientAndDiffuse → visualizationSettings.openGL.materialSpecular (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.perspective → visualizationSettings.view0.camera.perspective (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.polygonOffset → visualizationSettings.openGL.advanced.polygonOffset (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.shadeModelSmooth → visualizationSettings.openGL.advanced.shadeModelSmooth (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.shadow → visualizationSettings.openGL.light0.shadow (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.shadowPolygonOffset → visualizationSettings.openGL.advanced.shadowPolygonOffset (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.showFaceEdges → visualizationSettings.view0.scene.showFaceEdges (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.showFaces → visualizationSettings.view0.scene.showFaces (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.showLines → visualizationSettings.view0.scene.showLines (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.showMeshEdges → visualizationSettings.view0.scene.showMeshEdges (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.showMeshFaces → visualizationSettings.view0.scene.showMeshFaces (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.textLineSmooth → visualizationSettings.openGL.advanced.textLineSmooth (changed in version 1.10.80, expires: 2030)
visualizationSettings.openGL.textLineWidth → visualizationSettings.openGL.advanced.textLineWidth (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.highlightColor → visualizationSettings.interactive.advanced.highlightColor (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.highlightOtherColor → visualizationSettings.interactive.advanced.highlightOtherColor (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.joystickScaleRotation → visualizationSettings.interactive.advanced.joystickScaleRotation (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.joystickScaleTranslation → visualizationSettings.interactive.advanced.joystickScaleTranslation (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.keypressRotationStep → visualizationSettings.interactive.advanced.keypressRotationStep (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.keypressTranslationStep → visualizationSettings.interactive.advanced.keypressTranslationStep (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.lockModelView → visualizationSettings.view0.window.lockModelView (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.mouseMoveRotationFactor → visualizationSettings.interactive.advanced.mouseMoveRotationFactor (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.pauseWithSpacebar → visualizationSettings.interactive.advanced.pauseWithSpacebar (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.selectionHighlights → visualizationSettings.interactive.advanced.selectionHighlights (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.selectionLeftMouse → visualizationSettings.interactive.advanced.selectionLeftMouse (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.selectionLeftMouseItemTypes → visualizationSettings.interactive.advanced.selectionLeftMouseItemTypes (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.selectionRightMouse → visualizationSettings.interactive.advanced.selectionRightMouse (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.selectionRightMouseGraphicsData → visualizationSettings.interactive.advanced.selectionRightMouseGraphicsData (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.trackMarker → visualizationSettings.view0.camera.trackMarker (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.trackMarkerMbsNumber → visualizationSettings.view0.camera.trackMarkerMbsNumber (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.trackMarkerOrientation → visualizationSettings.view0.camera.trackMarkerOrientation (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.trackMarkerPosition → visualizationSettings.view0.camera.trackMarkerPosition (changed in version 1.10.80, expires: 2030)
visualizationSettings.interactive.zoomStepFactor → visualizationSettings.interactive.advanced.zoomStepFactor (changed in version 1.10.80, expires: 2030)