Beispiel für die Belegung einer Szene- und Kollisionsliste
# ****************************************
#
# Konfiguration für die Szenedarstellung
# und die Kollisionsueberwachung
#
collision_detected_outputfile D:\Scene\Actual\collision_detected.lis
path_to_geometry D:\Scene\Listen\Gobjects\Rough\
use_collision_detection 1
#
#*********************************************************
# Gobjects
#*********************************************************
gobject[0].name Ausleger_Einfach
gobject[0].filename Ausleger_01
gobject[0].linkpoint A_ACHSE
gobject[0].cs.position[0] 500000
gobject[0].cs.position[1] 0
gobject[0].cs.position[2] 0
gobject[0].cs.orientation[0][0] 1
gobject[0].cs.orientation[0][1] 0
gobject[0].cs.orientation[0][2] 0
gobject[0].cs.orientation[1][0] 0
gobject[0].cs.orientation[1][1] 1
gobject[0].cs.orientation[1][2] 0
gobject[0].cs.orientation[2][0] 0
gobject[0].cs.orientation[2][1] 0
gobject[0].cs.orientation[2][2] 1
gobject[0].key[0] Colour
gobject[0].value[0] red
gobject[0].key[1] Shading
gobject[0].value[1] grey
gobject[1].name Fraeser
gobject[1].filename toolbody102
gobject[1].linkpoint A_ACHSE
gobject[1].cs.position[0] 1000000
gobject[1].cs.position[1] 0
gobject[1].cs.position[2] 0
gobject[1].cs.orientation[0][0] 1
gobject[1].cs.orientation[0][1] 0
gobject[1].cs.orientation[0][2] 0
gobject[1].cs.orientation[1][0] 0
gobject[1].cs.orientation[1][1] 1
gobject[1].cs.orientation[1][2] 0
gobject[1].cs.orientation[2][0] 0
gobject[1].cs.orientation[2][1] 0
gobject[1].cs.orientation[2][2] 1
gobject[1].key[0] Colour
gobject[1].value[0] blue
gobject[1].key[1] Shading
gobject[1].value[1] true
#*********************************************************
# Linkpoints
#*********************************************************
linkpoint[0].name X_ACHSE
linkpoint[0].mountpoint GROUND
linkpoint[0].input_log_ax_nr 1
linkpoint[0].cs_init.position[0] 0.000000
linkpoint[0].cs_init.position[1] 0.000000
linkpoint[0].cs_init.position[2] 0.000000
linkpoint[0].cs_init.orientation[0][0] 1.000000
linkpoint[0].cs_init.orientation[0][1] 0.000000
linkpoint[0].cs_init.orientation[0][2] 0.000000
linkpoint[0].cs_init.orientation[1][0] 0.000000
linkpoint[0].cs_init.orientation[1][1] 1.000000
linkpoint[0].cs_init.orientation[1][2] 0.000000
linkpoint[0].cs_init.orientation[2][0] 0.000000
linkpoint[0].cs_init.orientation[2][1] 0.000000
linkpoint[0].cs_init.orientation[2][2] 1.000000
linkpoint[0].trans_rot TRANS_X
linkpoint[0].visible 0
linkpoint[0].inverse 0
#**************************************************************
linkpoint[1].name Y_ACHSE
linkpoint[1].mountpoint X_ACHSE
linkpoint[1].input_log_ax_nr 2
linkpoint[1].cs_init.position[0] 0.000000
linkpoint[1].cs_init.position[1] 0.000000
linkpoint[1].cs_init.position[2] 0.000000
linkpoint[1].cs_init.orientation[0][0] 1.000000
linkpoint[1].cs_init.orientation[0][1] 0.000000
linkpoint[1].cs_init.orientation[0][2] 0.000000
linkpoint[1].cs_init.orientation[1][0] 0.000000
linkpoint[1].cs_init.orientation[1][1] 1.000000
linkpoint[1].cs_init.orientation[1][2] 0.000000
linkpoint[1].cs_init.orientation[2][0] 0.000000
linkpoint[1].cs_init.orientation[2][1] 0.000000
linkpoint[1].cs_init.orientation[2][2] 1.000000
linkpoint[1].trans_rot TRANS_Y
linkpoint[1].visible 1
linkpoint[1].inverse 0
#**************************************************************
linkpoint[2].name Z_ACHSE
linkpoint[2].mountpoint Y_ACHSE
linkpoint[2].input_log_ax_nr 2
linkpoint[2].cs_init.position[0] 0.000000
linkpoint[2].cs_init.position[1] 0.000000
linkpoint[2].cs_init.position[2] 0.000000
linkpoint[2].cs_init.orientation[0][0] 1.000000
linkpoint[2].cs_init.orientation[0][1] 0.000000
linkpoint[2].cs_init.orientation[0][2] 0.000000
linkpoint[2].cs_init.orientation[1][0] 0.000000
linkpoint[2].cs_init.orientation[1][1] 1.000000
linkpoint[2].cs_init.orientation[1][2] 0.000000
linkpoint[2].cs_init.orientation[2][0] 0.000000
linkpoint[2].cs_init.orientation[2][1] 0.000000
linkpoint[2].cs_init.orientation[2][2] 1.000000
linkpoint[2].trans_rot TRANS_Z
linkpoint[2].visible 1
linkpoint[2].inverse 0
#**************************************************************
linkpoint[3].name A_ACHSE
linkpoint[3].mountpoint Z_ACHSE
linkpoint[3].input_log_ax_nr 2
linkpoint[3].cs_init.position[0] 0.000000
linkpoint[3].cs_init.position[1] 0.000000
linkpoint[3].cs_init.position[2] 0.000000
linkpoint[3].cs_init.orientation[0][0] 1.000000
linkpoint[3].cs_init.orientation[0][1] 0.000000
linkpoint[3].cs_init.orientation[0][2] 0.000000
linkpoint[3].cs_init.orientation[1][0] 0.000000
linkpoint[3].cs_init.orientation[1][1] 1.000000
linkpoint[3].cs_init.orientation[1][2] 0.000000
linkpoint[3].cs_init.orientation[2][0] 0.000000
linkpoint[3].cs_init.orientation[2][1] 0.000000
linkpoint[3].cs_init.orientation[2][2] 1.000000
linkpoint[3].trans_rot ROT_X
linkpoint[3].visible 1
linkpoint[3].inverse 0
#**************************************************************
linkpoint[4].name C_ACHSE
linkpoint[4].mountpoint A_ACHSE
linkpoint[4].input_log_ax_nr 2
linkpoint[4].cs_init.position[0] 0.000000
linkpoint[4].cs_init.position[1] 0.000000
linkpoint[4].cs_init.position[2] 0.000000
linkpoint[4].cs_init.orientation[0][0] 1.000000
linkpoint[4].cs_init.orientation[0][1] 0.000000
linkpoint[4].cs_init.orientation[0][2] 0.000000
linkpoint[4].cs_init.orientation[1][0] 0.000000
linkpoint[4].cs_init.orientation[1][1] 1.000000
linkpoint[4].cs_init.orientation[1][2] 0.000000
linkpoint[4].cs_init.orientation[2][0] 0.000000
linkpoint[4].cs_init.orientation[2][1] 0.000000
linkpoint[4].cs_init.orientation[2][2] 1.000000
linkpoint[4].trans_rot ROT_Z
linkpoint[4].visible 1
linkpoint[4].inverse 0
#************************************************************
# Groups
#************************************************************
group[0].name Maschine
group[0].gobject[0] Ausleger
group[0].gobject[1] Fraeser
#************************************************************
End