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