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.
VSettingsGeneral has the following items:
- autoFitScene [type = bool, default = True]:
SC.visualizationSettings.general.autoFitScene
automatically fit scene within startup after StartRenderer() - axesTiling [type = PInt, default = 12]:
SC.visualizationSettings.general.axesTiling
global number of segments for drawing axes cylinders and cones (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.backgroundColor
red, 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.backgroundColorBottom
red, green, blue and alpha values for bottom background color in case that useGradientBackground = True - circleTiling [type = PInt, default = 16]:
SC.visualizationSettings.general.circleTiling
global number of segments for circles; if smaller than 2, 2 segments are used (flat) - coordinateSystemSize [type = float, default = 5.]:
SC.visualizationSettings.general.coordinateSystemSize
size of coordinate system relative to font size - cylinderTiling [type = PInt, default = 16]:
SC.visualizationSettings.general.cylinderTiling
global number of segments for cylinders; if smaller than 2, 2 segments are used (flat) - drawCoordinateSystem [type = bool, default = True]:
SC.visualizationSettings.general.drawCoordinateSystem
false = no coordinate system shown - drawWorldBasis [type = bool, default = False]:
SC.visualizationSettings.general.drawWorldBasis
true = draw world basis coordinate system at (0,0,0) - graphicsUpdateInterval [type = float, default = 0.1]:
SC.visualizationSettings.general.graphicsUpdateInterval
interval of graphics update during simulation in seconds; 0.1 = 10 frames per second; low numbers might slow down computation speed - linuxDisplayScaleFactor [type = PFloat, default = 1.]:
SC.visualizationSettings.general.linuxDisplayScaleFactor
Scaling factor for linux, which cannot determined from system by now; adjust this value to scale dialog fonts and renderer fonts - minSceneSize [type = float, default = 0.1]:
SC.visualizationSettings.general.minSceneSize
minimum scene size for initial scene size and for autoFitScene, to avoid division by zero; SET GREATER THAN ZERO - pointSize [type = float, default = 0.01]:
SC.visualizationSettings.general.pointSize
global point size (absolute) - rendererPrecision [type = PInt, default = 4]:
SC.visualizationSettings.general.rendererPrecision
precision of general floating point numbers shown in render window: total number of digits used (max. 16) - renderWindowString [type = String, default = ‘’]:
SC.visualizationSettings.general.renderWindowString
string shown in render window (use this, e.g., for debugging, etc.; written below EXUDYN, similar to solutionInformation in SimulationSettings.solutionSettings) - showComputationInfo [type = bool, default = True]:
SC.visualizationSettings.general.showComputationInfo
true = show (hide) all computation information including Exudyn and version - showHelpOnStartup [type = PInt, default = 5]:
SC.visualizationSettings.general.showHelpOnStartup
seconds to show help message on startup (0=deactivate) - showSolutionInformation [type = bool, default = True]:
SC.visualizationSettings.general.showSolutionInformation
true = show solution information (from simulationSettings.solution) - showSolverInformation [type = bool, default = True]:
SC.visualizationSettings.general.showSolverInformation
true = solver name and further information shown in render window - showSolverTime [type = bool, default = True]:
SC.visualizationSettings.general.showSolverTime
true = solver current time shown in render window - sphereTiling [type = PInt, default = 6]:
SC.visualizationSettings.general.sphereTiling
global number of segments for spheres; if smaller than 2, 2 segments are used (flat) - textAlwaysInFront [type = bool, default = True]:
SC.visualizationSettings.general.textAlwaysInFront
if 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.textColor
general text color (default); used for system texts in render window - textHasBackground [type = bool, default = False]:
SC.visualizationSettings.general.textHasBackground
if 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.textOffsetFactor
This 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 - textSize [type = float, default = 12.]:
SC.visualizationSettings.general.textSize
general text size (font size) in pixels if not overwritten; 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) - threadSafeGraphicsUpdate [type = bool, default = True]:
SC.visualizationSettings.general.threadSafeGraphicsUpdate
true = 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.useBitmapText
if 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.useGradientBackground
true = use vertical gradient for background; - useMultiThreadedRendering [type = bool, default = True]:
SC.visualizationSettings.general.useMultiThreadedRendering
true = 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); set this parameter before call to exudyn.StartRenderer(); MAC OS: uses always false, because MAC OS does not support multi threaded GLFW - useWindowsDisplayScaleFactor [type = bool, default = True]:
SC.visualizationSettings.general.useWindowsDisplayScaleFactor
the 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!) - worldBasisSize [type = float, default = 1.0]:
SC.visualizationSettings.general.worldBasisSize
size of world basis coordinate system
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:
- automaticRange [type = bool, default = True]:
SC.visualizationSettings.contour.automaticRange
if true, the contour plot value range is chosen automatically to the maximum range - colorBarPrecision [type = PInt, default = 4]:
SC.visualizationSettings.contour.colorBarPrecision
precision 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.colorBarTiling
number of tiles (segements) shown in the colorbar for the contour plot - maxValue [type = float, default = 1, size = 1]:
SC.visualizationSettings.contour.maxValue
maximum value for contour plot; set manually, if automaticRange == False - minValue [type = float, default = 0, size = 1]:
SC.visualizationSettings.contour.minValue
minimum value for contour plot; set manually, if automaticRange == False - nodesColored [type = bool, default = True]:
SC.visualizationSettings.contour.nodesColored
if 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.outputVariable
selected contour plot output variable type; select OutputVariableType._None to deactivate contour plotting. - outputVariableComponent [type = Int, default = 0, size = 1]:
SC.visualizationSettings.contour.outputVariableComponent
select 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.reduceRange
if 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.rigidBodiesColored
if 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! - showColorBar [type = bool, default = True]:
SC.visualizationSettings.contour.showColorBar
show the colour bar with minimum and maximum values for the contour plot
VSettingsNodes
Visualization settings for nodes.
VSettingsNodes has the following items:
- basisSize [type = float, default = 0.2]:
SC.visualizationSettings.nodes.basisSize
size of basis for nodes - defaultColor [type = Float4, default = [0.2,0.2,1.,1.], size = 4]:
SC.visualizationSettings.nodes.defaultColor
default RGBA color for nodes; 4th value is alpha-transparency - defaultSize [type = float, default = -1.]:
SC.visualizationSettings.nodes.defaultSize
global node size; if -1.f, node size is relative to openGL.initialMaxSceneSize - drawNodesAsPoint [type = bool, default = True]:
SC.visualizationSettings.nodes.drawNodesAsPoint
simplified/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.show
flag to decide, whether the nodes are shown - showBasis [type = bool, default = False]:
SC.visualizationSettings.nodes.showBasis
show basis (three axes) of coordinate system in 3D nodes - showNodalSlopes [type = UInt, default = False]:
SC.visualizationSettings.nodes.showNodalSlopes
draw nodal slope vectors, e.g. in ANCF beam finite elements - showNumbers [type = bool, default = False]:
SC.visualizationSettings.nodes.showNumbers
flag to decide, whether the node number is shown - tiling [type = PInt, default = 4]:
SC.visualizationSettings.nodes.tiling
tiling 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.axialTiling
number of segments to discretise the beams axis - crossSectionFilled [type = bool, default = True]:
SC.visualizationSettings.bodies.beams.crossSectionFilled
if 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 - crossSectionTiling [type = PInt, default = 4]:
SC.visualizationSettings.bodies.beams.crossSectionTiling
number 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.drawVertical
draw 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.drawVerticalColor
color for outputVariable to be drawn along cross section (vertically) - drawVerticalFactor [type = float, default = 1.]:
SC.visualizationSettings.bodies.beams.drawVerticalFactor
factor for outputVariable to be drawn along cross section (vertically) - drawVerticalLines [type = bool, default = True]:
SC.visualizationSettings.bodies.beams.drawVerticalLines
draw additional vertical lines for better visibility - drawVerticalOffset [type = float, default = 0.]:
SC.visualizationSettings.bodies.beams.drawVerticalOffset
offset for vertical drawn lines; offset is added before multiplication with drawVerticalFactor - drawVerticalValues [type = bool, default = False]:
SC.visualizationSettings.bodies.beams.drawVerticalValues
show 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.reducedAxialInterploation
if True, the interpolation along the beam axis may be lower than the beam element order; this may be, however, show more consistent values than a full interpolation, e.g. for strains or forces
VSettingsKinematicTree
Visualization settings for kinematic trees.
VSettingsKinematicTree has the following items:
- frameSize [type = float, default = 0.2]:
SC.visualizationSettings.bodies.kinematicTree.frameSize
size of COM and joint frames - showCOMframes [type = bool, default = False]:
SC.visualizationSettings.bodies.kinematicTree.showCOMframes
if True, a frame is attached to every center of mass - showFramesNumbers [type = bool, default = False]:
SC.visualizationSettings.bodies.kinematicTree.showFramesNumbers
if 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.showJointFrames
if 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.beams
visualization settings for beams (e.g. ANCFCable or other beam elements) - kinematicTree [type = VSettingsKinematicTree]:
SC.visualizationSettings.bodies.kinematicTree
visualization settings for kinematic tree - defaultColor [type = Float4, default = [0.3,0.3,1.,1.], size = 4]:
SC.visualizationSettings.bodies.defaultColor
default RGBA color for bodies; 4th value is - defaultSize [type = Float3, default = [1.,1.,1.], size = 3]:
SC.visualizationSettings.bodies.defaultSize
global body size of xyz-cube - deformationScaleFactor [type = float, default = 1]:
SC.visualizationSettings.bodies.deformationScaleFactor
global 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.show
flag to decide, whether the bodies are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.bodies.showNumbers
flag 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.contactPointsDefaultSize
DEPRECATED: 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.defaultColor
default RGBA color for connectors; 4th value is alpha-transparency - defaultSize [type = float, default = 0.1]:
SC.visualizationSettings.connectors.defaultSize
global connector size; if -1.f, connector size is relative to maxSceneSize - jointAxesLength [type = float, default = 0.2]:
SC.visualizationSettings.connectors.jointAxesLength
global joint axes length - jointAxesRadius [type = float, default = 0.02]:
SC.visualizationSettings.connectors.jointAxesRadius
global joint axes radius - show [type = bool, default = True]:
SC.visualizationSettings.connectors.show
flag to decide, whether the connectors are shown - showContact [type = bool, default = False]:
SC.visualizationSettings.connectors.showContact
flag to decide, whether contact points, lines, etc. are shown - showJointAxes [type = bool, default = False]:
SC.visualizationSettings.connectors.showJointAxes
flag to decide, whether contact joint axes of 3D joints are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.connectors.showNumbers
flag to decide, whether the connector(=object) number is shown - springNumberOfWindings [type = PInt, default = 8]:
SC.visualizationSettings.connectors.springNumberOfWindings
number 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.defaultColor
default RGBA color for markers; 4th value is alpha-transparency - defaultSize [type = float, default = -1.]:
SC.visualizationSettings.markers.defaultSize
global marker size; if -1.f, marker size is relative to maxSceneSize - drawSimplified [type = bool, default = True]:
SC.visualizationSettings.markers.drawSimplified
draw markers with simplified symbols - show [type = bool, default = True]:
SC.visualizationSettings.markers.show
flag to decide, whether the markers are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.markers.showNumbers
flag 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.defaultColor
default RGBA color for loads; 4th value is alpha-transparency - defaultRadius [type = float, default = 0.005]:
SC.visualizationSettings.loads.defaultRadius
global radius of load axis if drawn in 3D - defaultSize [type = float, default = 0.2]:
SC.visualizationSettings.loads.defaultSize
global load size; if -1.f, load size is relative to maxSceneSize - drawSimplified [type = bool, default = True]:
SC.visualizationSettings.loads.drawSimplified
draw markers with simplified symbols - fixedLoadSize [type = bool, default = True]:
SC.visualizationSettings.loads.fixedLoadSize
if 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.loadSizeFactor
if fixedLoadSize=false, then this scaling factor is used to draw the load vector - show [type = bool, default = True]:
SC.visualizationSettings.loads.show
flag to decide, whether the loads are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.loads.showNumbers
flag to decide, whether the load numbers are shown
VSettingsSensorTraces
Visualization settings for traces of sensors. Note that a large number of time points (influenced by simulationSettings.solutionSettings.sensorsWritePeriod) may lead to slow graphics.
VSettingsSensorTraces has the following items:
- lineWidth [type = UFloat, default = 2.]:
SC.visualizationSettings.sensorTraces.lineWidth
line width for traces - listOfPositionSensors [type = ArrayIndex, default = [], size = -1]:
SC.visualizationSettings.sensorTraces.listOfPositionSensors
list 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.sensorTraces.listOfTriadSensors
list 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.sensorTraces.listOfVectorSensors
list 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.sensorTraces.positionsShowEvery
integer value i; out of available sensor data, show every i-th position - sensorsMbsNumber [type = Index, default = 0]:
SC.visualizationSettings.sensorTraces.sensorsMbsNumber
number 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.sensorTraces.showCurrent
show 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.sensorTraces.showFuture
show trace future to current visualization state if already computed (e.g. in SolutionViewer) - showPast [type = bool, default = True]:
SC.visualizationSettings.sensorTraces.showPast
show trace previous to current visualization state - showPositionTrace [type = bool, default = False]:
SC.visualizationSettings.sensorTraces.showPositionTrace
show 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.sensorTraces.showTriads
if True, show basis vectors from rotation matrices provided by sensors - showVectors [type = bool, default = False]:
SC.visualizationSettings.sensorTraces.showVectors
if True, show vector quantities according to description in showPositionTrace - 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.sensorTraces.traceColors
RGBA 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.sensorTraces.triadSize
length of triad axes if shown - triadsShowEvery [type = PInt, default = 1]:
SC.visualizationSettings.sensorTraces.triadsShowEvery
integer value i; out of available sensor data, show every i-th triad - vectorScaling [type = float, default = 0.01]:
SC.visualizationSettings.sensorTraces.vectorScaling
scaling of vector quantities; if, e.g., loads, this factor has to be adjusted significantly - vectorsShowEvery [type = PInt, default = 1]:
SC.visualizationSettings.sensorTraces.vectorsShowEvery
integer value i; out of available sensor data, show every i-th vector
VSettingsSensors
Visualization settings for sensors.
VSettingsSensors has the following items:
- traces [type = VSettingsSensorTraces]:
SC.visualizationSettings.sensors.traces
settings for showing (position) 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.defaultColor
default RGBA color for sensors; 4th value is alpha-transparency - defaultSize [type = float, default = -1.]:
SC.visualizationSettings.sensors.defaultSize
global sensor size; if -1.f, sensor size is relative to maxSceneSize - drawSimplified [type = bool, default = True]:
SC.visualizationSettings.sensors.drawSimplified
draw sensors with simplified symbols - show [type = bool, default = True]:
SC.visualizationSettings.sensors.show
flag to decide, whether the sensors are shown - showNumbers [type = bool, default = False]:
SC.visualizationSettings.sensors.showNumbers
flag to decide, whether the sensor numbers are shown
VSettingsContact
Global visualization settings for GeneralContact. This allows to easily switch on/off during visualization.
VSettingsContact has the following items:
- colorBoundingBoxes [type = Float4, default = [0.9,0.1,0.1,1.], size = 4]:
SC.visualizationSettings.contact.colorBoundingBoxes
RGBA color for boudnding boxes, see showBoundingBoxes - colorSearchTree [type = Float4, default = [0.1,0.1,0.9,1.], size = 4]:
SC.visualizationSettings.contact.colorSearchTree
RGBA color for search tree, see showSearchTree - colorSpheres [type = Float4, default = [0.8,0.8,0.2,1.], size = 4]:
SC.visualizationSettings.contact.colorSpheres
RGBA color for contact spheres, see showSpheres - colorTriangles [type = Float4, default = [0.5,0.5,0.5,1.], size = 4]:
SC.visualizationSettings.contact.colorTriangles
RGBA color for contact triangles, see showTriangles - contactForcesFactor [type = float, default = 0.001]:
SC.visualizationSettings.contact.contactForcesFactor
factor used for scaling of contact forces is showContactForces=True - contactPointsDefaultSize [type = float, default = 0.001]:
SC.visualizationSettings.contact.contactPointsDefaultSize
global 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.showBoundingBoxes
show computed bounding boxes of all GeneralContacts; Warning: avoid for large number of contact objects! - showContactForces [type = bool, default = False]:
SC.visualizationSettings.contact.showContactForces
if True, contact forces are drawn for certain contact models - showContactForcesValues [type = bool, default = False]:
SC.visualizationSettings.contact.showContactForcesValues
if True and showContactForces=True, numerical values for contact forces are shown at certain points - showSearchTree [type = bool, default = False]:
SC.visualizationSettings.contact.showSearchTree
show outer box of search tree for all GeneralContacts - showSearchTreeCells [type = bool, default = False]:
SC.visualizationSettings.contact.showSearchTreeCells
show 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.showSpheres
show contact spheres (SpheresWithMarker, …) - showTriangles [type = bool, default = False]:
SC.visualizationSettings.contact.showTriangles
show contact triangles (TrianglesRigidBodyBased, …) - tilingSpheres [type = PInt, default = 4]:
SC.visualizationSettings.contact.tilingSpheres
tiling for spheres; higher values give smoother spheres, but may lead to lower frame rates
VSettingsWindow
OpenGL Window and interaction settings for visualization; handle changes with care, as they might lead to unexpected results or crashes.
VSettingsWindow has the following items:
- alwaysOnTop [type = bool, default = False]:
SC.visualizationSettings.window.alwaysOnTop
True: OpenGL render window will be always on top of all other windows - ignoreKeys [type = bool, default = False]:
SC.visualizationSettings.window.ignoreKeys
True: 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’ - keyPressUserFunction [type = KeyPressUserFunction, default = 0]:
SC.visualizationSettings.window.keyPressUserFunction
add a Python function f(key, action, mods) here, which is called every time a key is pressed; 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) - limitWindowToScreenSize [type = bool, default = True]:
SC.visualizationSettings.window.limitWindowToScreenSize
True: render window size is limited to screen size; False: larger window sizes (e.g. for rendering) allowed according to renderWindowSize - maximize [type = bool, default = False]:
SC.visualizationSettings.window.maximize
True: OpenGL render window will be maximized at startup - reallyQuitTimeLimit [type = UReal, default = 900]:
SC.visualizationSettings.window.reallyQuitTimeLimit
number 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 - renderWindowSize [type = Index2, default = [1024,768], size = 2]:
SC.visualizationSettings.window.renderWindowSize
initial size of OpenGL render window in pixel - ResetKeyPressUserFunction() [return type = void]:set keyPressUserFunction to zero (no function); because this cannot be assign to the variable itself
- showMouseCoordinates [type = bool, default = False]:
SC.visualizationSettings.window.showMouseCoordinates
True: show OpenGL coordinates and distance to last left mouse button pressed position; switched on/off with key ‘F3’ - showWindow [type = bool, default = True]:
SC.visualizationSettings.window.showWindow
True: OpenGL render window is shown on startup; False: window will be iconified at startup (e.g. if you are starting multiple computations automatically) - startupTimeout [type = PInt, default = 2500]:
SC.visualizationSettings.window.startupTimeout
OpenGL render window startup timeout in ms (change might be necessary if CPU is very slow)
VSettingsDialogs
Settings related to dialogs (e.g., visualization settings dialog).
VSettingsDialogs has the following items:
- alphaTransparency [type = UFloat, default = 0.94]:
SC.visualizationSettings.dialogs.alphaTransparency
alpha-transparency of dialogs; recommended range 0.7 (very transparent) - 1 (not transparent at all) - alwaysTopmost [type = bool, default = True]:
SC.visualizationSettings.dialogs.alwaysTopmost
True: dialogs are always topmost (otherwise, they are sometimes hidden) - fontScalingMacOS [type = UFloat, default = 1.35]:
SC.visualizationSettings.dialogs.fontScalingMacOS
font scaling value for MacOS systems (on Windows, system display scaling is used) - multiThreadedDialogs [type = bool, default = True]:
SC.visualizationSettings.dialogs.multiThreadedDialogs
True: During dialogs, the OpenGL render window 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.openTreeView
True: all sub-trees of the visusalization dialog are opened when opening the dialog; False: only some sub-trees are opened
VSettingsOpenGL
OpenGL settings for 2D and 2D rendering. For further details, see the OpenGL functionality.
VSettingsOpenGL has the following items:
- drawFaceNormals [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.drawFaceNormals
draws triangle normals, e.g. at center of triangles; used for debugging of faces - drawNormalsLength [type = PFloat, default = 0.1, size = 1]:
SC.visualizationSettings.openGL.drawNormalsLength
length of normals; used for debugging - drawVertexNormals [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.drawVertexNormals
draws vertex normals; used for debugging - enableLight0 [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.enableLight0
turn on/off light0 - enableLight1 [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.enableLight1
turn on/off light1 - enableLighting [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.enableLighting
generally enable lighting (otherwise, colors of objects are used); OpenGL: glEnable(GL_LIGHTING) - faceEdgesColor [type = Float4, default = [0.2,0.2,0.2,1.], size = 4]:
SC.visualizationSettings.openGL.faceEdgesColor
global RGBA color for face edges - facesTransparent [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.facesTransparent
True: show faces transparent independent of transparency (A)-value in color of objects; allow to show otherwise hidden node/marker/object numbers - initialCenterPoint [type = Float3, default = [0.,0.,0.], size = 3]:
SC.visualizationSettings.openGL.initialCenterPoint
centerpoint of scene (3D) at renderer startup; overwritten if autoFitScene = True - initialMaxSceneSize [type = PFloat, default = 1.]:
SC.visualizationSettings.openGL.initialMaxSceneSize
initial 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.initialModelRotation
initial model rotation matrix for OpenGl; in python use e.g.: initialModelRotation=[[1,0,0],[0,1,0],[0,0,1]] - initialZoom [type = UFloat, default = 1.]:
SC.visualizationSettings.openGL.initialZoom
initial zoom of scene; overwritten/ignored if autoFitScene = True - light0ambient [type = float, default = 0.3, size = 1]:
SC.visualizationSettings.openGL.light0ambient
ambient value of GL_LIGHT0 - light0constantAttenuation [type = float, default = 1.0, size = 1]:
SC.visualizationSettings.openGL.light0constantAttenuation
constant attenuation coefficient of GL_LIGHT0, this is a constant factor that attenuates the light source; attenuation factor = 1/(kx +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 - light0diffuse [type = float, default = 0.6, size = 1]:
SC.visualizationSettings.openGL.light0diffuse
diffuse value of GL_LIGHT0 - light0linearAttenuation [type = float, default = 0.0, size = 1]:
SC.visualizationSettings.openGL.light0linearAttenuation
linear attenuation coefficient of GL_LIGHT0, this is a linear factor for attenuation of the light source with distance - light0position [type = Float4, default = [0.2,0.2,10.,0.], size = 4]:
SC.visualizationSettings.openGL.light0position
4f position vector of GL_LIGHT0; 4th value should be 0 for lights like sun, but 1 for directional lights (and for attenuation factor being calculated); light0 is also used for shadows, so you need to adjust this position; see opengl manuals - light0quadraticAttenuation [type = float, default = 0.0, size = 1]:
SC.visualizationSettings.openGL.light0quadraticAttenuation
quadratic attenuation coefficient of GL_LIGHT0, this is a quadratic factor for attenuation of the light source with distance - light0specular [type = float, default = 0.5, size = 1]:
SC.visualizationSettings.openGL.light0specular
specular value of GL_LIGHT0 - light1ambient [type = float, default = 0.0 , size = 1]:
SC.visualizationSettings.openGL.light1ambient
ambient value of GL_LIGHT1 - light1constantAttenuation [type = float, default = 1.0, size = 1]:
SC.visualizationSettings.openGL.light1constantAttenuation
constant attenuation coefficient of GL_LIGHT1, this is a constant factor that attenuates the light source; attenuation factor = 1/(kx +kl*d + kq*d*d); only used for lights, where last component of light position is 1 - light1diffuse [type = float, default = 0.5, size = 1]:
SC.visualizationSettings.openGL.light1diffuse
diffuse value of GL_LIGHT1 - light1linearAttenuation [type = float, default = 0.0, size = 1]:
SC.visualizationSettings.openGL.light1linearAttenuation
linear attenuation coefficient of GL_LIGHT1, this is a linear factor for attenuation of the light source with distance - light1position [type = Float4, default = [1.,1.,-10.,0.], size = 4]:
SC.visualizationSettings.openGL.light1position
4f position vector of GL_LIGHT0; 4th value should be 0 for lights like sun, but 1 for directional lights (and for attenuation factor being calculated); see opengl manuals - light1quadraticAttenuation [type = float, default = 0.0, size = 1]:
SC.visualizationSettings.openGL.light1quadraticAttenuation
quadratic attenuation coefficient of GL_LIGHT1, this is a quadratic factor for attenuation of the light source with distance - light1specular [type = float, default = 0.6, size = 1]:
SC.visualizationSettings.openGL.light1specular
specular value of GL_LIGHT1 - lightModelAmbient [type = Float4, default = [0.,0.,0.,1.], size = 4]:
SC.visualizationSettings.openGL.lightModelAmbient
global ambient light; maps to OpenGL glLightModeli(GL_LIGHT_MODEL_AMBIENT,[r,g,b,a]) - lightModelLocalViewer [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.lightModelLocalViewer
select local viewer for light; maps to OpenGL glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,…) - lightModelTwoSide [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.lightModelTwoSide
enlighten 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.lineSmooth
draw lines smooth - lineWidth [type = UFloat, default = 1., size = 1]:
SC.visualizationSettings.openGL.lineWidth
width of lines used for representation of lines, circles, points, etc. - materialAmbientAndDiffuse [type = Float4, default = [0.6,0.6,0.6,1.], size = 4]:
SC.visualizationSettings.openGL.materialAmbientAndDiffuse
4f ambient color of material - materialShininess [type = float, default = 32., size = 1]:
SC.visualizationSettings.openGL.materialShininess
shininess of material - materialSpecular [type = Float4, default = [0.6,0.6,0.6,1.], size = 4]:
SC.visualizationSettings.openGL.materialSpecular
4f specular color of material - multiSampling [type = PInt, default = 1, size = 1]:
SC.visualizationSettings.openGL.multiSampling
NOTE: 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, 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! - perspective [type = UFloat, default = 0.]:
SC.visualizationSettings.openGL.perspective
parameter prescribes amount of perspective (0=no perspective=orthographic projection; positive values increase perspective; feasible values are 0.001 (little perspective) … 0.5 (large amount of perspective); mouse coordinates will not work with perspective - polygonOffset [type = float, default = 0.01]:
SC.visualizationSettings.openGL.polygonOffset
general 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.shadeModelSmooth
True: turn on smoothing for shaders, which uses vertex normals to smooth surfaces - shadow [type = UFloat, default = 0.]:
SC.visualizationSettings.openGL.shadow
parameter \(\in [0 ... 1]\) prescribes amount of shadow for light0 (using light0position, etc.); if this parameter is different from 1, 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 - shadowPolygonOffset [type = PFloat, default = 0.1]:
SC.visualizationSettings.openGL.shadowPolygonOffset
some 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 - showFaceEdges [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.showFaceEdges
show edges of faces; using the options showFaces=false and showFaceEdges=true gives are wire frame representation - showFaces [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.showFaces
show faces of triangles, etc.; using the options showFaces=false and showFaceEdges=true gives are wire frame representation - showLines [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.showLines
show lines (different from edges of faces) - showMeshEdges [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.showMeshEdges
show edges of finite elements; independent of showFaceEdges - showMeshFaces [type = bool, default = True, size = 1]:
SC.visualizationSettings.openGL.showMeshFaces
show faces of finite elements; independent of showFaces - textLineSmooth [type = bool, default = False, size = 1]:
SC.visualizationSettings.openGL.textLineSmooth
draw lines for representation of text smooth - textLineWidth [type = UFloat, default = 1., size = 1]:
SC.visualizationSettings.openGL.textLineWidth
width of lines used for representation of text
VSettingsExportImages
Functionality to export images to files (PNG or TGA format) which can be used to create animations; 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.heightAlignment
alignment 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.saveImageAsTextCircles
export circles in save image (only in TXT format) - saveImageAsTextLines [type = bool, default = True]:
SC.visualizationSettings.exportImages.saveImageAsTextLines
export lines in save image (only in TXT format) - saveImageAsTextTexts [type = bool, default = False]:
SC.visualizationSettings.exportImages.saveImageAsTextTexts
export text in save image (only in TXT format) - saveImageAsTextTriangles [type = bool, default = False]:
SC.visualizationSettings.exportImages.saveImageAsTextTriangles
export triangles in save image (only in TXT format) - saveImageFileCounter [type = UInt, default = 0]:
SC.visualizationSettings.exportImages.saveImageFileCounter
current value of the counter which is used to consecutively save frames (images) with consecutive numbers - saveImageFileName [type = FileName, default = ‘images/frame’]:
SC.visualizationSettings.exportImages.saveImageFileName
filename (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.saveImageFormat
format 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.saveImageSingleFile
True: 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.saveImageTimeOut
timeout 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.widthAlignment
alignment 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.actionManifestFileName
This 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.enable
True: openVR enabled (if compiled with according flag and installed openVR) - logLevel [type = Int, default = 1]:
SC.visualizationSettings.interactive.openVR.logLevel
integer 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.showCompanionWindow
True: openVR will show companion window containing left and right eye view
VSettingsInteractive
Functionality to interact with render window; will include left and right mouse press actions and others in future.
VSettingsInteractive has the following items:
- openVR [type = VSettingsOpenVR]:
SC.visualizationSettings.interactive.openVR
openVR visualization settings - highlightColor [type = Float4, default = [0.8,0.05,0.05,0.75], size = 4]:
SC.visualizationSettings.interactive.highlightColor
RGBA color for highlighted item; 4th value is alpha-transparency - highlightItemIndex [type = Int, default = -1]:
SC.visualizationSettings.interactive.highlightItemIndex
index of item that shall be highlighted (e.g., need to find item due to errors); if set -1, no item is highlighted - highlightItemType [type = ItemType, default = ItemType::_None]:
SC.visualizationSettings.interactive.highlightItemType
item type (Node, Object, …) that shall be highlighted (e.g., need to find item due to errors) - highlightMbsNumber [type = UInt, default = 0]:
SC.visualizationSettings.interactive.highlightMbsNumber
index of main system (mbs) for which the item shall be highlighted; number is related to the ID in SystemContainer (first mbs = 0, second = 1, …) - highlightOtherColor [type = Float4, default = [0.5,0.5,0.5,0.4], size = 4]:
SC.visualizationSettings.interactive.highlightOtherColor
RGBA color for other items (which are not highlighted); 4th value is alpha-transparency - joystickScaleRotation [type = float, default = 200.]:
SC.visualizationSettings.interactive.joystickScaleRotation
rotation scaling factor for joystick input - joystickScaleTranslation [type = float, default = 6.]:
SC.visualizationSettings.interactive.joystickScaleTranslation
translation scaling factor for joystick input - keypressRotationStep [type = float, default = 5.]:
SC.visualizationSettings.interactive.keypressRotationStep
rotation increment per keypress in degree (full rotation = 360 degree) - keypressTranslationStep [type = float, default = 0.1]:
SC.visualizationSettings.interactive.keypressTranslationStep
translation increment per keypress relative to window size - lockModelView [type = bool, default = False]:
SC.visualizationSettings.interactive.lockModelView
True: all movements (with mouse/keys), rotations, zoom are disabled; initial values are considered ==> initial zoom, rotation and center point need to be adjusted, approx. 0.4*maxSceneSize is a good value - mouseMoveRotationFactor [type = float, default = 1.]:
SC.visualizationSettings.interactive.mouseMoveRotationFactor
rotation increment per 1 pixel mouse movement in degree - pauseWithSpacebar [type = bool, default = True]:
SC.visualizationSettings.interactive.pauseWithSpacebar
True: during simulation, space bar can be pressed to pause simulation - selectionHighlights [type = bool, default = True]:
SC.visualizationSettings.interactive.selectionHighlights
True: mouse click highlights item (default: red) - selectionLeftMouse [type = bool, default = True]:
SC.visualizationSettings.interactive.selectionLeftMouse
True: left mouse click on items and show basic information - selectionRightMouse [type = bool, default = True]:
SC.visualizationSettings.interactive.selectionRightMouse
True: right mouse click on items and show dictionary (read only!) - selectionRightMouseGraphicsData [type = bool, default = False]:
SC.visualizationSettings.interactive.selectionRightMouseGraphicsData
True: 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!) - trackMarker [type = Int, default = -1]:
SC.visualizationSettings.interactive.trackMarker
if 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.interactive.trackMarkerMbsNumber
number 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.interactive.trackMarkerOrientation
choose 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.interactive.trackMarkerPosition
choose which coordinates or marker are tracked (x,y,z) - useJoystickInput [type = bool, default = True]:
SC.visualizationSettings.interactive.useJoystickInput
True: 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 … - zoomStepFactor [type = float, default = 1.15]:
SC.visualizationSettings.interactive.zoomStepFactor
change of zoom per keypress (keypad +/-) or mouse wheel increment
VisualizationSettings
Settings for visualization.
VisualizationSettings has the following items:
- bodies [type = VSettingsBodies]:
.visualizationSettings.bodies
body visualization settings - connectors [type = VSettingsConnectors]:
.visualizationSettings.connectors
connector visualization settings - contact [type = VSettingsContact]:
.visualizationSettings.contact
contact visualization settings - contour [type = VSettingsContour]:
.visualizationSettings.contour
contour plot visualization settings - dialogs [type = VSettingsDialogs]:
.visualizationSettings.dialogs
dialogs settings - exportImages [type = VSettingsExportImages]:
.visualizationSettings.exportImages
settings for exporting (saving) images to files in order to create animations - general [type = VSettingsGeneral]:
.visualizationSettings.general
general visualization settings - interactive [type = VSettingsInteractive]:
.visualizationSettings.interactive
Settings for interaction with renderer - loads [type = VSettingsLoads]:
.visualizationSettings.loads
load visualization settings - markers [type = VSettingsMarkers]:
.visualizationSettings.markers
marker visualization settings - nodes [type = VSettingsNodes]:
.visualizationSettings.nodes
node visualization settings - openGL [type = VSettingsOpenGL]:
.visualizationSettings.openGL
OpenGL rendering settings - sensors [type = VSettingsSensors]:
.visualizationSettings.sensors
sensor visualization settings - window [type = VSettingsWindow]:
.visualizationSettings.window
visualization window and interaction settings