# BSK Scripting Settings¶

## Overview¶

The About Vizard Unity-based visualization can have its settings scripted from a Basilisk python simulation script. This allows the user to write a BSK simulation script and specify in the same script what Vizard options should be used. Within Vizard the user can change these gain if needed. The BSK scripted Vizard settings are only used once at the beginning of the playback.

When calling the enableUnityVisualization macro method a copy of the vizInterface module is returned. All scriptable Vizard settings are stored inside the settings variable. For example, to set the Vizard ambient lighting the following code is used:

viz = vizSupport.enableUnityVisualization(scSim, simTaskName, simProcessName, gravBodies=gravFactory, saveFile=fileName)
viz.settings.ambient = [0.5]


If a setting is not provided, then the Vizard defaults are used. This allows the user to specify just a few or a lot of settings, as is appropriate.

## Listing of all BSK scriptable Vizard settings¶

The following list contains the optional Vizard settings that can be specified. Only the settings used will be applied to Vizard. If a variable below is not specified, then it is not applied to Vizard and the Vizard default values are used.

### General Settings¶

Vizard Simulation Parameters

Variable

Type

Description

ambient

[0,8]

value to specify the ambient Vizard lighting.

orbitLinesOn

(0,1)

flag to show (1) or hide (0) the orbit trajectory lines

spacecraftCSon

(0,1)

flag to show (1) or hide (0) the spacecraft coordinate axes

planetCSon

(0,1)

flag to show (1) or hide (0) the planet coordinate axes

skyBox

String

Used determine what star background should be shown. The empty string “” provides default NASA SVS Starmap, “ESO” shows the ESO Milky Way skybox, “black” provides a black background, or the user can provide a filepath to custom background image file.

### Setting Actuator GUI Options¶

To specify the actuator GUI settings use the setActuatorGuiSetting helper method in Python. An example is:

vizSupport.setActuatorGuiSetting(viz, viewRWPanel=True, viewRWHUD=True)


The following table includes the keyword options for this method.

GUI Parameter Options

Variable

Type

Required

Description

viewThrusterPanel

Boolean

No

Show the thruster panel

viewThrusterHUD

Boolean

No

Show the thruster particle streams

viewRWPanel

Boolean

No

Show the reaction wheel panel

viewRWHUD

Boolean

No

Show the reaction wheel disks configuration outside the spacecraft

spacecraftName

String

No, sc name default

Specify which spacecraft should show actuator information. If not provided then the viz.spacecraftName is used.

### Defining a Pointing Line¶

Vizard can create a heading line from one object to another. For example, it might be handy to create a line from the spacecraft pointing towards the sun direction, or from the spacecraft towards Earth to know how the antennas should point. These pointing lines can be scripted from Basilisk as well using using a helper function createPointLine():

viz = vizSupport.enableUnityVisualization(scSim, simTaskName, simProcessName, gravBodies=gravFactory, saveFile=fileName)
vizSupport.createPointLine(viz, toBodyName='earth', lineColor=[0, 0, 255, 255]) vizSupport.createPointLine(viz, toBodyName=“sun”, lineColor=“yellow”)]


The createPointLine support macro requires the parameters toBodyName and lineColor to be defined. The parameter fromBodyName is optional. If it is not specified, then the viz.spacecraftName is used as a default origin. The lineColor state can be either a string containing the color name, or a list containing RGBA values. The support macro converts this into the required set of numerical values.

Each pointing line message contains the three variables listed in the next table.

Pointing Line Parameter Options

Variable

Type

Required

Description

fromBodyName

string

No, sc name default

contains the name of the originating body

toBodyName

string

Yes

contains the name of the body to point towards

lineColor

int(4)

Yes

color name or array on integer values specifying the RGBA values between 0 to 255

### Defining Keep In/Out Cones¶

Vizard can create cones relative to the spacecraft which illustrated if a body axis is within some angle to the sun (i.e. keep in cone), or if a sensor axis is outside some angle to the sun (i.e. keep out cone). These cones can be setup in Vizard, but can also be scripted from Basilisk using the helper function createConeInOut:

viz = vizSupport.enableUnityVisualization(scSim, simTaskName, simProcessName, gravBodies=gravFactory, saveFile=fileName)
vizSupport.createConeInOut(viz, toBodyName='earth', coneColor='teal', normalVector_B=[1, 0, 0], incidenceAngle=30\ macros.D2R, isKeepIn=True, coneHeight=5.0, coneName=‘sensorCone’)
vizSupport.createConeInOut(viz,toBodyName='earth', coneColor='blue', normalVector_B=[0, 1, 0], incidenceAngle=30\ macros.D2R, isKeepIn=False, coneHeight=5.0, coneName=‘comCone’)]


The following table illustrates the arguments for the createConeInOut method:

Keep In/Out Cones Parameter Options

Variable

Type

Units

Required

Description

isKeepIn

bool

Yes

make cone keep in (True) or keep out (False)

fromBodyName

string

No, sc name default

contains the name of the originating body

toBodyName

string

Yes

contains the name of the body to point towards

lineColor

int(4)

Yes

color name or array on integer values specifying the RGBA values between 0 to 255

position_B

float(3)

m

No, (0,0,0) default

position of the cone vertex

normalVector_B

float(3)

Yes

normal axis of the cone in body frame components

incidenceAngle

float

rad

Yes

angle of the cone

coneHeight

float

m

Yes

height of the cone

coneName

string

No

cone label name, if unspecified , viz will autogenerate name

### Defining the Vizard Camera View Panels¶

Vizard can create a spacecraft relative camera panel. This functionality can be controlled by using the createStandardCamera helper method. The camera can point in a body-fixed direction (setMode=1), or be aimed at a celestial target (setMode=0). Multiple camera panels can be setup at the same time, and they can be attached to different spacecraft through the spacecraftName argument.

viz = vizSupport.enableUnityVisualization(scSim, simTaskName, simProcessName,
gravBodies=gravFactory, saveFile=fileName)
vizSupport.createStandardCamera(viz, setMode=0, bodyTarget='earth', setView=0)
vizSupport.createStandardCamera(viz, setMode=1, fieldOfView=60.*macros.D2R, pointingVector_B=[0.0, -1.0, 0.0])


The following table illustrates the arguments for the createStandardCamera method.

Standard Camera View Panel Parameter Options

Variable

Type

Units

Required

Description

spacecraftName

string

No, sc name default

name of the spacecraft with respect to which the camera is shown

setMode

int

No, default is 1

0 -> body targeting, 1 -> pointing vector

setView

int

No, default is 0

0 -> Nadir, 1 -> Orbit Normal, 2 -> Along Track (default to nadir). This is a setting for body targeting mode.

bodyTarget

string

No, default to first celestial body in messages

Name of body camera should point to. This is a setting for body targeting mode.

fieldOfView

float

rad

No, default -1

camera field of view, to use the Vizard default set it to -1

pointingVector_B

float(3)

No, default is (1, 0, 0)

Body relative unit vector. This is a setting for pointing vector mode

position_B

float(3)

No, default is (0, 0, 0) for auto placement

If populated, sets camera position relative to parent body coordinate frame in meters using B frame components. If unpopulated camera is positioned automatically along camera view direction outside of parent body’s mesh to prevent obstruction of view.

It is also possible to create a custom camera view for opNav mode which points in an arbitrary direction as illustrate in the image above. The following helper method is an example of how such a custom camera view can be created:

vizSupport.createCameraConfigMsg(viz, cameraID=1, fieldOfView=10 * macros.D2R,
resolution=[1024, 1024], renderRate=int(1e9 / 10), sensorSize=[0.2, 0.2],
cameraPos_B=[0.2, 0.1, 0.3], sigma_CB=[-1./3., 1./3., -1./3.])


The following tale illustrates the arguments for the createCameraConfigMsg method.

createCameraConfigMsg Parameter Options

Variable

Type

Units

Required

Description

cameraID

Int

Yes

ID of the Vizard camera

parentName

string

No, sc name default

name of the spacecraft with respect to which the camera is shown

fieldOfView

Float

rad

Yes

field of view

resolution

Int(2)

Yes

image sensor pixels

renderRate

Int

ns

Yes

time between image grabs

sensorSize

Float(2)

mm

Yes

sensor dimensions

cameraPos_B

Float(3)

m

Yes

camera location relative to body frame in B frame components

sigma_CB

Float(3)

Yes

camera orientation relative to teh body frame in MRPs

skyBox

String

No

Used determine what star background should be shown. The empty string “” provides default NASA SVS Starmap, “ESO” shows the ESO Milky Way skybox, “black” provides a black background, or the user can provide a filepath to custom background image file.

### Defining the Custom Spacecraft Shape model¶

You can specify a custom OBJ model to be used with Vizard spacecraft representation. An sample is shown in the following screen capture.

This functionality can be controlled by using the ‘createCustomModel’ helper method.

viz = vizSupport.enableUnityVisualization(scSim, simTaskName, simProcessName,
gravBodies=gravFactory, saveFile=fileName)
vizSupport.createCustomModel(viz,
modelPath="/Users/hp/Downloads/Topex-Posidon/Topex-Posidon-composite.obj",
scale=[2, 2, 10])


The following table illustrates the arguments for the createCustomModel method.

Custom Space Object OBJ Import Parameter Options

Variable

Type

Units

Required

Description

modelPath

string

Yes

Path to model obj -OR- “CUBE”, “CYLINDER”, or “SPHERE” to use a primitive shape

simBodiesToModify

string

No, default is bsk-Sat

Which bodies in scene to replace with this model, use “ALL_SPACECRAFT” to apply custom model to all spacecraft in simulation

offset

float(3)

m

No, default is (0,0,0)

offset to use to draw the model

rotation

float(3)

rad

No, default is (0,0,0)

3-2-1 Euler angles to rotate CAD about z, y, x axes

scale

float(3)

No, default is (1,1,1)

desired model scale in x, y, z in spacecraft CS

customTexturePath

string

No

Path to texture to apply to model (note that a custom model’s .mtl will be automatically imported with its textures during custom model import)

normalMapPath

string

No

Path to the normal map for the customTexture

shader

int

No, default is -1

Value of -1 to use viz default, 0 for Unity Specular Standard Shader, 1 for Unity Standard Shader