visualdynamics.gui.main_window¶
main_window
¶
The main application window: the project tree, the 3-D, plot and table views beside it, and the display unit system.
Classes:
| Name | Description |
|---|---|
MainWindow |
The application window: a project tree, and panes that show |
Classes¶
MainWindow
¶
Bases: QMainWindow
The application window: a project tree, and panes that show whatever is selected in it.
The window holds a Project, the same object a script builds, with
the same verbs on it, so a project built in the window and one built
by a script are the same project and each opens the other's files.
Every button runs one of those verbs and writes a line in the status
bar. Nothing is computed in this file that a script cannot compute
without it.
What the window adds is the display: which pane suits what is selected, which reading of it is wanted, and the editing of the things that are edited rather than computed, such as units, channel tables, geometry and reports.
Build the window, with an empty project.
offscreen_3d replaces the embedded VTK views with off-screen
plotters. VTK's Qt widget cannot run under Qt's offscreen
platform, so the headless tests use this to run the full render
path.
Methods:
| Name | Description |
|---|---|
set_playing |
Start or stop the animation. |
choose_appearance |
File → Appearance: remember |
apply_theme |
Apply the light or dark theme |
closeEvent |
Close every VTK view (the scene, the 3-D data view and the MAC |
show_run_log |
Show the Run Log dock, built the first time and put back where |
set_log_only |
Show the Run Log alone, filling the window, with the project |
add_object |
Add |
show_object |
Give an object already in the project its row in the tree, and |
add_solid_block_act |
Open the add pane for a solid block in the selected geometry: |
add_solid_cylinder_act |
Open the add pane for a solid cylinder in the selected |
add_solid_section_act |
Open the add pane for a solid section in the selected |
add_solid_cone_act |
Open the add pane for a cone in the selected geometry: a |
add_solid_sphere_act |
Open the add pane for a sphere in the selected geometry: a |
add_solid_plate_act |
Open the add pane for a plate in the selected geometry: a |
add_solid_disk_act |
Open the add pane for a disk in the selected geometry: a |
combine_solids_act |
Combine the picked solids into one by |
separate_solids_act |
Take the picked booleans and patterns apart, with the |
mesh_solids_act |
Open the Mesh Solids pane on the picked solids. |
close_mesh_solids_pane |
Close the Mesh Solids pane and remove its preview. With |
pattern_solids_act |
Open the Pattern pane on the picked solids. |
close_pattern_pane |
Close the Pattern pane and remove its preview. With |
current_reference |
|
current_object |
The object the current tree item belongs to (a sub-item gives |
selected_references |
|
object_item |
The object's row for |
delete_selected |
Delete what is selected. |
acts_for |
The acts the selection can take, as a list of `(verb, label, |
save_animation |
Save the 3-D view's animation as an MP4, the way it plays: this |
refresh_selected |
Recompute the selected stale object. This is the bar's |
generate_report_act |
The bar's Generate Report. |
refresh_object |
Recompute the stale object |
linked_group |
The names in |
link_role |
The role of |
set_link_role |
Give |
linked_geometry |
|
unlink_selected |
Take the selected objects out of their object groups. A group |
set_project_type |
Set the project type, or clear it with None. |
work_up |
The tree bar's Automatic: run the project's |
delete_entity_rows |
Delete the rows selected in the geometry table being edited. |
define_units |
Open the units pane for what is selected. |
set_active_geometry |
Make |
refresh_compatibility |
Check the project's objects against the active geometry again, |
show_units_panel |
Open the units pane on the object |
rename_selected |
Start editing the selected object's name in the tree. |
rename_object |
Rename the object |
edit_entities |
Edit the selected part of a geometry in a table beside the 3-D |
set_add_mode |
Turn on or off adding entities by clicking in the 3-D view, |
merge_groups_act |
Merge element groups |
tie_selected |
Tie the selected elements, either to the nearest nodes of an |
set_rotate_mode |
Turn on or off the rings for turning the coordinate system |
reset_rotation |
Set the coordinate system being turned back to no rotation, |
hover_at |
Light up the entity under the pixel |
select_entity |
Select the table row for an entity picked in the 3-D view, and |
about |
Show the About box: the version, the copyright, and the alpha |
check_for_updates |
File → Check for Updates. |
dragEnterEvent |
Accept a drag of files anywhere on the window. |
event |
Move keyboard focus to a hidden widget while the window is |
truncate_rattlesnake_file |
File → Truncate Rattlesnake File. |
import_paths |
Import several files, report any failures once at the end, and |
save_test |
Save the whole project, every object under its name, as one |
copy_selected |
Cmd/Ctrl+C in the tree: copy the selected objects to the |
paste_objects |
Cmd/Ctrl+V in the tree: paste whatever the clipboard holds |
save_selected |
Save the selected object, in the format chosen in the save |
render_current |
Draw everything selected: geometries are drawn together, and |
name_object_group |
Name the object group |
add_matches |
Add the selected MAC squares to the matched modes of this pair |
generate_signal_act |
Open Generate Signal on the selected object, or put it away |
close_signal_pane |
Put the Generate Signal pane away, keeping what it showed. |
modal_response_act |
Open Compute Modal Responses on the selected time history or |
close_modal_pane |
Put the Compute Modal Responses pane away. |
make_realizable |
Repair the selected CSD or specification to the nearest |
make_field_specification |
Write the specification the Field Limit reading shows into the |
compute_spectra |
Compute averaged spectra from the selected time history, one |
project_onto_basis |
Project the other selected mode set onto the Basis set's DOFs, |
export_state_space_act |
Open Export State-Space Model on the selected shape set and |
close_state_space_pane |
Put the Export State-Space Model pane away. |
transform_act |
The bar's Transform to Modal Coordinates. |
expand_act |
The bar's Expand to Physical Responses. |
transform_selection |
Transform the selected data through the selected shape set, |
generate_typed_report |
Generate the reports the project's type calls for: one, or for |
extract_sine_levels |
Extract each specification tone's level from the time history |
compute_psds |
Compute averaged auto-power spectral densities from the |
compute_octave |
Compute the selected PSD, CPSD or specification on proportional |
compute_frfs |
Compute FRFs from the selected time history, and add them |
compute_multiple_coherence |
Compute the multiple coherence of the selected time history, |
compute_srs |
Compute shock response spectra from the selected time history, |
filter_data |
Filter every channel of the selected time history and add the |
truncate_data |
Cut every channel of the selected time history to its span, and |
resample_data |
Take the selected time history to the lower rate the resample |
generate_rigid_body_modes |
Make the six rigid-body mode shapes of the selected geometry, |
mate_surfaces_act |
Open Mate Surfaces on element groups |
edit_mated_surfaces_act |
Open Mate Surfaces on a kept set, to change its nodes, how it |
mate_node_at |
The node of the picked patch's side being picked whose place is |
toggle_mate_node |
Add |
close_mate_pane |
Close the Mate Surfaces pane, its marks and its clicks. |
plan_instrumentation_act |
Open Plan Instrumentation on the selected shape set, on the |
plan_surface_at |
The surface under the device pixel |
toggle_plan_surface |
Leave |
close_instrumentation_pane |
Put Plan Instrumentation away; nothing is added. |
merge_nodes_act |
Open the Merge Coincident Nodes pane on element groups |
align_meshes_act |
Open Align Meshes, in the same pane as the merge, on element |
toggle_merge_place |
Leave place |
merge_place_at |
The index of the place whose mark is under the pixel |
close_merge_pane |
Close the merge pane, removing its marks and its handling of |
new_geometry_act |
Add an empty geometry to the project, in the display length |
new_channel_table_act |
Add an empty channel table to the project and select it. Its |
add_channel_act |
Add a blank channel to the selected channel table, numbered |
edit_solid_pane |
Open the add pane on solid |
close_mesh_pane |
Close the add pane, removing its preview and the gizmo. |
set_creator_name |
File → Creator Name…: set the name an exported ESCDF file |
set_view_act |
Make the view on screen the selected geometry's default view. |
solve_modes_act |
Solve the normal modes of the selected geometry, from its |
convert_to_specification_act |
The bar's Convert to Specification: the selected PSD or CPSD |
convert_to_psd_act |
The bar's Convert to PSD (Convert to CPSD with cross terms): |
close_lines_pane |
Put the Convert to PSD/CPSD pane away. |
integrate_history |
Integrate the selected time history once (acceleration to |
differentiate_history |
Differentiate the selected time history once (displacement to |
compute_cpsds |
Compute the full cross-spectral matrix of the selected time |
generate_report |
Add a new Report object from a starter template, select it to |
export_report_template |
Save the selected report on its own, as a template another |
reports_from_runs |
File → Reports from Runs…: run |
export_report |
Export the selected report as one self-contained HTML file. |
export_report_pdf |
Export the selected report as a paginated PDF |
issue_report |
Issue the selected report as a PDF under its number and |
attach_to_report |
Add a file to the data index from the report editor: the |
unindex_from_report |
Take a file out of the data index from the report editor; |
merge_selected |
Replace the selected objects with one object that combines |
start_modal_fit |
Start fitting real normal modes to the selected FRF object, one |
refine_all_modes |
Fit the residues of every confirmed mode again, together, with |
find_next_mode |
Move the cursor to the next mode to fit: the largest CMIF peak |
fit_pending_mode |
Fit the pending mode at the cursor without confirming it, and |
Attributes:
| Name | Type | Description |
|---|---|---|
objects |
Project
|
The project's objects: a mapping of name to object. |
speed |
float
|
How fast the animation runs, as a multiple of the normal rate. |
editing_family |
str | None
|
The element family being added to, read from what the table |
element_type |
tuple[int, int]
|
|
Source code in src/visualdynamics/gui/main_window.py
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Attributes¶
editing_family
property
¶
The element family being added to, read from what the table is being edited for: a family row's own family, or for element group rows the family of the first element they hold. None outside the elements and element groups tables, or for groups that hold no elements.
element_type
property
¶
(type code, node count) of the element the clicks build. The
family being edited decides it, and an element group with no
elements yet gets a triangle, the smallest face.
Methods:¶
set_playing
¶
Start or stop the animation.
Source code in src/visualdynamics/gui/main_window.py
choose_appearance
¶
File → Appearance: remember choice ('light', 'dark' or
'system') and apply it now. 'system' follows the platform's
appearance again.
Source code in src/visualdynamics/gui/main_window.py
apply_theme
¶
Apply the light or dark theme name to every part of the
window. By default it is the chosen one: this launch's flag, the
remembered appearance, or the platform's.
Source code in src/visualdynamics/gui/main_window.py
closeEvent
¶
Close every VTK view (the scene, the 3-D data view and the MAC bars) before Qt destroys the widgets.
Without this, closing the window after a 3-D view has rendered crashes: the render window is torn down with its GL context still live.
Source code in src/visualdynamics/gui/main_window.py
show_run_log
¶
Show the Run Log dock, built the first time and put back where it was last left, and return it.
path names a log: one that exists is opened (read-only, saying
who holds it, when another program is writing it); one that does
not is offered to the New Log form, written only when the keeper
confirms it. log_only sets the layout (set_log_only).
Source code in src/visualdynamics/gui/main_window.py
set_log_only
¶
Show the Run Log alone, filling the window, with the project
tree and the 3-D and plot panes hidden (on), or the whole window
with the dock back where it was left.
Nothing is drawn while the log is alone, so no 3-D view is built
and no OpenGL check is run. Going back to the whole window draws
what is selected, and the first 3-D view it builds asks the check
first (opengl.ready), as every first 3-D view does.
Source code in src/visualdynamics/gui/main_window.py
add_object
¶
add_object(name: str, obj: Any, alternate: str | None = None, source: str | None = None, key: Any = None) -> str
Add obj to the project under a unique name, give it a row in
the tree, and return the name used.
When name is taken, alternate is tried first, and a name
still taken is numbered. source is the file the object was read
from and key what that file's reader called it; both go in the
row's tooltip, because the name says neither.
Source code in src/visualdynamics/gui/main_window.py
show_object
¶
Give an object already in the project its row in the tree, and return its name.
A project verb (a computation, a fit, a projection) puts its
result in the project, and this adds the row for it. source
and key go in the tooltip, as in add_object. With select,
the new row is selected. An object that has its row already
keeps it, brought up to date, rather than gaining a second.
Source code in src/visualdynamics/gui/main_window.py
add_solid_block_act
¶
Open the add pane for a solid block in the selected geometry:
a center, three widths, three angles and a name. Each Add runs
the project's add_solid_block.
Source code in src/visualdynamics/gui/main_window.py
add_solid_cylinder_act
¶
Open the add pane for a solid cylinder in the selected
geometry: a center, a radius, a length along its own Z, three
angles and a name. Each Add runs the project's
add_solid_cylinder.
Source code in src/visualdynamics/gui/main_window.py
add_solid_section_act
¶
Open the add pane for a solid section in the selected
geometry: an I-beam, channel, tee, angle or tube, its dimensions,
a length along its own Z, a center, three angles and a name. Each
Add runs the project's add_solid_section.
Source code in src/visualdynamics/gui/main_window.py
add_solid_cone_act
¶
Open the add pane for a cone in the selected geometry: a
center, a base radius, a top radius, a height along its own Z,
three angles and a name. Each Add runs the project's
add_solid_cone.
Source code in src/visualdynamics/gui/main_window.py
add_solid_sphere_act
¶
Open the add pane for a sphere in the selected geometry: a
center, a radius and a name. Each Add runs the project's
add_solid_sphere.
add_solid_plate_act
¶
Open the add pane for a plate in the selected geometry: a
center, two widths in its own X-Y plane, three angles and a
name. Each Add runs the project's add_solid_plate.
Source code in src/visualdynamics/gui/main_window.py
add_solid_disk_act
¶
Open the add pane for a disk in the selected geometry: a
center, a radius in its own X-Y plane, three angles and a name.
Each Add runs the project's add_solid_disk.
Source code in src/visualdynamics/gui/main_window.py
combine_solids_act
¶
Combine the picked solids into one by operation ('union',
'subtract' or 'intersect'), with the project's combine_solids,
and select the new solid.
The solids are passed in tree order, so the first in the tree is the body a subtraction cuts. A refusal is shown in the status bar.
Source code in src/visualdynamics/gui/main_window.py
separate_solids_act
¶
Take the picked booleans and patterns apart, with the
project's separate_solids, and select the solids they were made
of.
Source code in src/visualdynamics/gui/main_window.py
mesh_solids_act
¶
Open the Mesh Solids pane on the picked solids.
The pane beside the view has the element size, starting at half
the thinnest feature, and the bricks it would make are drawn as
it is typed. Mesh runs the project's mesh_solids.
Source code in src/visualdynamics/gui/main_window.py
close_mesh_solids_pane
¶
Close the Mesh Solids pane and remove its preview. With
redraw, the view is drawn again.
Source code in src/visualdynamics/gui/main_window.py
pattern_solids_act
¶
Open the Pattern pane on the picked solids.
The pane has how many copies along X, Y and Z and how far apart,
and the copies are drawn as they are typed. Pattern runs the
project's pattern_solids, which makes one solid of them.
Source code in src/visualdynamics/gui/main_window.py
close_pattern_pane
¶
Close the Pattern pane and remove its preview. With redraw,
the view is drawn again.
Source code in src/visualdynamics/gui/main_window.py
current_reference
¶
(kind, object, detail) for the current tree item, where
detail is an index or a component; all None when there is
none.
Source code in src/visualdynamics/gui/main_window.py
current_object
¶
The object the current tree item belongs to (a sub-item gives its object), or None.
selected_references
¶
(kind, name, object, detail) for every selected tree item.
The project row stands for every object in the project, records picked in an object's grid stand for themselves, and gray slots are left out.
Source code in src/visualdynamics/gui/main_window.py
object_item
¶
The object's row for item (the current item by default),
found by walking up the tree; None for the project row.
Source code in src/visualdynamics/gui/main_window.py
delete_selected
¶
Delete what is selected.
While a geometry's table is being edited, its selected rows are deleted. Otherwise, picked solids, entities (nodes, elements and the like) or components are deleted from their geometry, and picked records, modes, channels or photos from their object, and picked sets of mated surfaces from their geometry. Only when no sub-item is picked are whole objects deleted, so an object selected beside a sub-item is not deleted with it.
Source code in src/visualdynamics/gui/main_window.py
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acts_for
¶
The acts the selection can take, as a list of (verb, label,
icon, handler, tooltip) in the bar's order.
names is the selection. When it is left out, it is read from the
tree, a record pick counting as its object. With the project row
selected, the one act offered is the project's report. A stale
object offers Recompute first, ahead of anything else it can do.
Source code in src/visualdynamics/gui/main_window.py
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save_animation
¶
Save the 3-D view's animation as an MP4, the way it plays: this camera, scale and speed. Returns the path, or None when there is no animation or the save was canceled or failed.
A mode shape's phase is saved as whole cycles lasting at least six
seconds, and a record or a sweep of lines is saved once through
(viz.animate.cycle_parameters and sweep_parameters, the same
rule a script's movie= uses). Each frame is drawn the way the
window draws it, so the caption an envelope writes for each line
is in every frame, and playback is put back where it was
afterwards. A record or a sweep of lines is saved with its plot
under the scene, the cursor where the frame is (movie.over_plot),
so the movie says where in the record each frame is. With path,
no dialog is shown.
Source code in src/visualdynamics/gui/main_window.py
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refresh_selected
¶
Recompute the selected stale object. This is the bar's Recompute, the same act as a click on the object's badge.
Source code in src/visualdynamics/gui/main_window.py
generate_report_act
¶
The bar's Generate Report.
A project with a type gets its report at once. A project without one gets a menu of the built-in templates. Whenever there are saved templates, the menu is shown in both cases, with the saved templates listed after the built-in ones.
Source code in src/visualdynamics/gui/main_window.py
refresh_object
¶
Recompute the stale object name in place, as a click on its
badge does. A refusal is shown in the status bar.
Source code in src/visualdynamics/gui/main_window.py
linked_group
¶
The names in name's object group, name included, or None
when it is not linked.
Source code in src/visualdynamics/gui/main_window.py
link_role
¶
The role of name's object group: 'Basis', or None for an
object without a role or not linked.
The Basis group sets the DOFs comparisons are made in: other sets are projected onto its DOFs, and its modes are the MAC's rows and the baseline of the frequency error.
Source code in src/visualdynamics/gui/main_window.py
set_link_role
¶
Give name's object group the role role ('Basis'), or clear
it with None.
Only one group has a role at a time, so giving it to this group takes it from any other. It is set explicitly so that nothing later has to guess which group is which.
Source code in src/visualdynamics/gui/main_window.py
linked_geometry
¶
linked_geometry(name: str) -> tuple[str, Geometry] | None
(geometry name, geometry) for the geometry in name's object
group, or None. Only a link counts; no geometry is guessed.
Source code in src/visualdynamics/gui/main_window.py
unlink_selected
¶
Take the selected objects out of their object groups. A group left with one member is removed.
Source code in src/visualdynamics/gui/main_window.py
set_project_type
¶
Set the project type, or clear it with None.
The tree then shows a gray slot for everything that type's report expects, and the status bar says how many are missing. The type does not choose a reading: a time history opens plain whatever the project type is.
Source code in src/visualdynamics/gui/main_window.py
work_up
¶
The tree bar's Automatic: run the project's work_up, give
every object it made a row, and select the last one made.
It needs a project type, and says so when there is none. The status bar lists what was added and what is still missing.
Source code in src/visualdynamics/gui/main_window.py
delete_entity_rows
¶
Delete the rows selected in the geometry table being edited.
Source code in src/visualdynamics/gui/main_window.py
define_units
¶
Open the units pane for what is selected.
With individual records selected, only those are given units; selecting an object (or its category) covers all of its records. Channel tables are skipped. The pane shows one object; with several selected, it opens on the first and the status bar says to select the others one at a time.
Source code in src/visualdynamics/gui/main_window.py
set_active_geometry
¶
Make name (the selected object by default) the active
geometry, the one every other object is checked against.
Source code in src/visualdynamics/gui/main_window.py
refresh_compatibility
¶
Check the project's objects against the active geometry again, and repaint the tree.
It runs when the project changes (an import, a delete, a rename or a new active geometry), not on a selection or a render. With no active geometry, the first geometry in the project is used.
Source code in src/visualdynamics/gui/main_window.py
show_units_panel
¶
Open the units pane on the object name, beside the plot.
records limits the table to those records (all of them when
None). An FRF gets two tables, one for its response channels and
one for its reference channels, because a matrix of N×M records
has only N+M channel units to declare. Everything else uses the
first table alone.
Source code in src/visualdynamics/gui/main_window.py
rename_selected
¶
Start editing the selected object's name in the tree.
The project's own row can be renamed too, and a photo picked in its grid is renamed itself rather than the object holding it.
Source code in src/visualdynamics/gui/main_window.py
rename_object
¶
Rename the object old to new from code, and return the name
used. A name already taken is numbered the way Project.add
numbers it.
Source code in src/visualdynamics/gui/main_window.py
edit_entities
¶
Edit the selected part of a geometry in a table beside the 3-D view: its nodes, its coordinate systems, a family of its elements, or its element groups.
Source code in src/visualdynamics/gui/main_window.py
set_add_mode
¶
Turn on or off adding entities by clicking in the 3-D view, while a geometry's table is being edited.
In the element groups table there is nothing to click, so the button adds one element group and comes back up.
Source code in src/visualdynamics/gui/main_window.py
merge_groups_act
¶
Merge element groups groups of geometry name with the
project's merge_groups, and say in the status bar what was
merged, or why it was refused.
Source code in src/visualdynamics/gui/main_window.py
tie_selected
¶
Tie the selected elements, either to the nearest nodes of an element group chosen from a menu, or to a second selection of elements, picked next and tied on the second press.
Source code in src/visualdynamics/gui/main_window.py
set_rotate_mode
¶
Turn on or off the rings for turning the coordinate system being edited. While a ring is dragged, it has the mouse.
Source code in src/visualdynamics/gui/main_window.py
reset_rotation
¶
Set the coordinate system being turned back to no rotation, keeping its origin.
Source code in src/visualdynamics/gui/main_window.py
hover_at
¶
Light up the entity under the pixel (x, y), and return it
(None when there is none).
Source code in src/visualdynamics/gui/main_window.py
select_entity
¶
Select the table row for an entity picked in the 3-D view, and return the row (None when the entity has none, or when no table is being edited).
The same rule applies to every kind of entity. A plain click
selects only what was clicked; with extend (the modifier key),
a click adds to the selection, and clicking something already
selected takes it back out.
Source code in src/visualdynamics/gui/main_window.py
about
¶
Show the About box: the version, the copyright, and the alpha notice with the contact address.
It is the one place to read the version without the network or a relaunch.
Source code in src/visualdynamics/gui/main_window.py
check_for_updates
¶
File → Check for Updates.
In the packaged macOS app, Sparkle does the whole job in its own
window (gui/updater.py): it checks, downloads, verifies the
update's signature and replaces the app.
Everywhere else, the window reads the release manifest from
visualdynamics.org (update.attempt) and says what it found. A
newer version is shown in a dialog with the page to open in the
browser, or for a pip install the command to run; nothing is
downloaded or run. The request runs off the main thread, waits
update.ASKED_TIMEOUT, and when it fails the status bar says
why (a proxy, a filtered domain, a certificate that cannot be
verified, a slow network). This menu item is the only place the
application checks; there is no check at startup.
Source code in src/visualdynamics/gui/main_window.py
dragEnterEvent
¶
Accept a drag of files anywhere on the window.
On a fresh window the tree is a strip about 90 px wide, and a drop that missed it would do nothing at all, which reads as the drop being ignored. So the whole window takes files.
Source code in src/visualdynamics/gui/main_window.py
event
¶
Move keyboard focus to a hidden widget while the window is inactive, and give it back when the window is active again.
macOS 26 with Qt 6.11 discards a Finder drop released over the widget that had focus when the application was deactivated. The focus is moved to a zero-size widget that no drop can land on, and an inactive window has no keyboard, so nothing is lost in between. Focus is not moved while one of the application's own popups is open.
Source code in src/visualdynamics/gui/main_window.py
truncate_rattlesnake_file
¶
File → Truncate Rattlesnake File.
A run (.nc4) is picked in a file dialog and shown in the
stream window dialog without its Import button. Save Truncated
Copy writes the run cut to the stretch chosen. It works on any
run, not only one large enough to be asked about on import, and
refuses a file with no streamed time data.
Source code in src/visualdynamics/gui/main_window.py
import_paths
¶
Import several files, report any failures once at the end, and return the names of the objects added.
Images are not objects of their own: they are added together to the project's Photos object, which is created on first use. Paths that arrive while an import is running wait for it to finish.
Source code in src/visualdynamics/gui/main_window.py
save_test
¶
Save the whole project, every object under its name, as one
file: a .vdyn, a MATLAB .mat, or an ESCDF .h5, chosen in the
save dialog.
Source code in src/visualdynamics/gui/main_window.py
copy_selected
¶
Cmd/Ctrl+C in the tree: copy the selected objects to the clipboard, as objects and as files, and say so in the status bar. Solid rows go on the clipboard as solids, to paste into a geometry.
Source code in src/visualdynamics/gui/main_window.py
paste_objects
¶
Cmd/Ctrl+V in the tree: paste whatever the clipboard holds that the tree can take (objects copied from a tree, solids copied from a geometry's rows, or files).
Source code in src/visualdynamics/gui/main_window.py
save_selected
¶
Save the selected object, in the format chosen in the save
dialog. With the project row selected, the whole project is saved
(save_test).
The format is picked from the dialog's file-type list. .vdyn is
first because it is the only format that reads back complete; the
rest are the formats this object can be written in, so a mode
shape is never offered a format that cannot hold one.
Source code in src/visualdynamics/gui/main_window.py
render_current
¶
Draw everything selected: geometries are drawn together, and curves share axes.
Source code in src/visualdynamics/gui/main_window.py
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name_object_group
¶
Name the object group member is in, and show the name on its
bracket. When name is not given, it is asked for in a dialog,
and a blank name removes it. The name is what the group's ESCDF
activity is called on export.
Source code in src/visualdynamics/gui/main_window.py
add_matches
¶
Add the selected MAC squares to the matched modes of this pair of mode sets.
The project creates the MatchedModes object or adds to it, links it to the Basis group, and keeps the MAC values as they were displayed, because computing them again by name would not give the same values for a projected comparison.
Source code in src/visualdynamics/gui/main_window.py
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generate_signal_act
¶
Open Generate Signal on the selected object, or put it away
when it is open on it already. The pane previews the signal as
its settings change, and its button makes it
(Project.generate_signal).
Source code in src/visualdynamics/gui/main_window.py
close_signal_pane
¶
Put the Generate Signal pane away, keeping what it showed.
modal_response_act
¶
Open Compute Modal Responses on the selected time history or
force CPSD and shape set (its picked modes, or all), or put it
away when it is open on them. The pane previews the responses;
Compute makes them an object of their own
(Project.compute_modal_responses).
Source code in src/visualdynamics/gui/main_window.py
close_modal_pane
¶
make_realizable
¶
Repair the selected CSD or specification to the nearest realizable matrix and add the result beside it: the Realizability reading's apply button, the verb a script calls.
Source code in src/visualdynamics/gui/main_window.py
make_field_specification
¶
Write the specification the Field Limit reading shows into the
project, with the panel's margin (Project.derive_specification),
on the worker. This is the reading's apply button; it ends the
reading and shows what it made.
Source code in src/visualdynamics/gui/main_window.py
compute_spectra
¶
Compute averaged spectra from the selected time history, one record per channel, and add them to the project, linked to it.
Source code in src/visualdynamics/gui/main_window.py
project_onto_basis
¶
Project the other selected mode set onto the Basis set's DOFs, and add the result as a new object.
A node match tolerance, in percent of the basis model's size, is asked for first. The project does the projection and the linking. Rows picked in a channel table's grid beside the set narrow the target to those channels.
Source code in src/visualdynamics/gui/main_window.py
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export_state_space_act
¶
Open Export State-Space Model on the selected shape set and
channel table, or put it away when it is open on them. The pane
previews the model's drive-point FRFs; Export writes the file
(Project.export_state_space).
Source code in src/visualdynamics/gui/main_window.py
close_state_space_pane
¶
Put the Export State-Space Model pane away.
transform_act
¶
expand_act
¶
transform_selection
¶
Transform the selected data through the selected shape set, modal responses from physical or physical from modal, and add the result to the project with the verb a script calls.
direction is the way the act asked for: 'physical' transforms,
'modal' expands; left out, the way the selection reads. A
history of forces with modal responses appended offers both.
A transform has no settings, so there is no pane and no preview,
as with Integrate. What was done is said in the status bar and
kept on the new object's transform_report.
Source code in src/visualdynamics/gui/main_window.py
generate_typed_report
¶
Generate the reports the project's type calls for: one, or for a random-and-sine project a random report and a sine report.
Source code in src/visualdynamics/gui/main_window.py
extract_sine_levels
¶
Extract each specification tone's level from the time history
time_name (the selected one by default), and add the levels to
the project beside it.
The result is selected, so the comparison is one click away.
Source code in src/visualdynamics/gui/main_window.py
compute_psds
¶
Compute averaged auto-power spectral densities from the selected time history, one record per channel, and add them to the project, linked to it.
Source code in src/visualdynamics/gui/main_window.py
compute_octave
¶
Compute the selected PSD, CPSD or specification on proportional bands, and add the result beside it.
This is the Octave Bands panel's apply button, and it uses the bands per octave set in the panel, so it makes exactly the bands its preview draws.
Source code in src/visualdynamics/gui/main_window.py
compute_frfs
¶
Compute FRFs from the selected time history, and add them beside it.
It asks for the estimator first. The three assume the noise is in different places (on the response, on the reference, or on both), and the data cannot say which; that depends on the instrumentation, which the person who ran the test knows.
The references are the history's own excitation channels and the frames are the ones a PSD would use, so the FRFs, the PSDs and the multiple coherence beside them all describe one measurement.
Source code in src/visualdynamics/gui/main_window.py
compute_multiple_coherence
¶
Compute the multiple coherence of the selected time history, and add it beside it.
It is averaged over the same frames a PSD would be, so the two
describe one measurement; the averaging view sets both. With no
averaging set, Project.compute_multiple_coherence works one out
and stores it on the history, the way the shock calculator stores
the events it detects, so a PSD computed later uses the same
frames. The status bar says whether the averaging was set or
detected.
Source code in src/visualdynamics/gui/main_window.py
compute_srs
¶
Compute shock response spectra from the selected time history, one curve per channel per shock, and add them beside it.
The shocks are the ones stored on the history, those the shock
view shows at the time, and the spectrum's settings come from the
shock panel. With no shocks stored, Project.compute_srs runs
the detector first, so the user does not have to find the events
by hand.
Source code in src/visualdynamics/gui/main_window.py
filter_data
¶
Filter every channel of the selected time history and add the result beside it.
The settings are the history's own; with none set, the suggested
filter is used, as in Project.filter_data.
Source code in src/visualdynamics/gui/main_window.py
truncate_data
¶
Cut every channel of the selected time history to its span, and add the result beside it.
The span is the history's own. With none set, it refuses and says where to set one: there is no suggested span to use, the way Filter Data uses a suggested filter, because keeping the whole record is not a truncation.
Source code in src/visualdynamics/gui/main_window.py
resample_data
¶
Take the selected time history to the lower rate the resample view shows, filtered first, and add the result beside it.
The rate is the record's over the panel's factor and the filter
order the panel's, as Project.resample takes them.
Source code in src/visualdynamics/gui/main_window.py
generate_rigid_body_modes
¶
Make the six rigid-body mode shapes of the selected geometry, about the point the rigid-body pane shows, and add them to its object group.
It runs the same verb a script calls, so the new object records where it came from and is marked stale when its settings change.
Source code in src/visualdynamics/gui/main_window.py
mate_surfaces_act
¶
Open Mate Surfaces on element groups groups of geometry
name, or put it away when it is open on them already.
Every patch where their surfaces mate is marked in the view and
listed in the pane. A click on a node adds it to the picked
patch's side or takes it away, and Keep adds the patch to the
geometry's Mated Surfaces, tied along the surface's normal and in
its plane, each rigidly, by a stiffness or not at all
(Project.add_mated_surfaces).
Source code in src/visualdynamics/gui/main_window.py
edit_mated_surfaces_act
¶
Open Mate Surfaces on a kept set, to change its nodes, how it is joined or its name, and Save.
mate_node_at
¶
The node of the picked patch's side being picked whose place is
under the pixel (x, y), or None.
Source code in src/visualdynamics/gui/main_window.py
toggle_mate_node
¶
Add node to the picked patch's side being picked, or take it
away, as a click on it does.
Source code in src/visualdynamics/gui/main_window.py
close_mate_pane
¶
Close the Mate Surfaces pane, its marks and its clicks.
Source code in src/visualdynamics/gui/main_window.py
plan_instrumentation_act
¶
Open Plan Instrumentation on the selected shape set, on the modes picked in its grid or, with none picked, on every mode above 0 Hz.
Source code in src/visualdynamics/gui/main_window.py
plan_surface_at
¶
The surface under the device pixel (x, y) that a click can
leave out or put back, or None: one of a checked element group.
Source code in src/visualdynamics/gui/main_window.py
toggle_plan_surface
¶
Leave surface out of the places sensors may go, or put it
back, as a click on it does, and plan again.
Source code in src/visualdynamics/gui/main_window.py
close_instrumentation_pane
¶
Put Plan Instrumentation away; nothing is added.
Source code in src/visualdynamics/gui/main_window.py
merge_nodes_act
¶
Open the Merge Coincident Nodes pane on element groups
groups of geometry name.
Every place where their nodes coincide is marked in the view, and the tolerance is set in the pane. A click on a mark leaves that place out of the merge or puts it back, and Merge makes each marked place one node, so a joint can be built a place at a time.
Source code in src/visualdynamics/gui/main_window.py
align_meshes_act
¶
Open Align Meshes, in the same pane as the merge, on element
groups groups of geometry name.
It is the step before a merge, for parts meshed separately whose nodes do not match. Each node of the coarser mesh that would move onto a node of the finer one is marked, with a line to where it goes, and the reach is set in the pane. A click on a mark leaves that move out, and Align makes the moves.
Source code in src/visualdynamics/gui/main_window.py
toggle_merge_place
¶
Leave place index out of the merge, or put it back, as a
click on its mark does.
Source code in src/visualdynamics/gui/main_window.py
merge_place_at
¶
The index of the place whose mark is under the pixel
(x, y), or None.
Source code in src/visualdynamics/gui/main_window.py
close_merge_pane
¶
Close the merge pane, removing its marks and its handling of
clicks. With redraw, the view is drawn again with the groups
opaque; a caller about to draw anyway passes False.
Source code in src/visualdynamics/gui/main_window.py
new_geometry_act
¶
Add an empty geometry to the project, in the display length unit, and select it. Its Solids row offers the shapes a part is built from, plates and disks among them.
Source code in src/visualdynamics/gui/main_window.py
new_channel_table_act
¶
Add an empty channel table to the project and select it. Its bar offers Add Channel.
Source code in src/visualdynamics/gui/main_window.py
add_channel_act
¶
Add a blank channel to the selected channel table, numbered after its highest, and put the cursor on its row.
Source code in src/visualdynamics/gui/main_window.py
edit_solid_pane
¶
Open the add pane on solid solid_id of geometry name, as its
row's pencil does, to move, size or reshape it.
Its values are in the fields, the gizmo on it slides and turns
it, and its preview is drawn as it is typed. Apply runs the
project's edit_solid. A boolean has no size of its own, so its
pane moves and turns it whole, with every solid it is made of
(move_solids). A pattern opens the Pattern pane on its counts
and spacing instead.
Source code in src/visualdynamics/gui/main_window.py
close_mesh_pane
¶
Close the add pane, removing its preview and the gizmo.
Source code in src/visualdynamics/gui/main_window.py
set_creator_name
¶
File → Creator Name…: set the name an exported ESCDF file records as its creator, remembered between launches. Blank means the login name.
Source code in src/visualdynamics/gui/main_window.py
set_view_act
¶
Make the view on screen the selected geometry's default view.
The geometry and everything drawn on it then open on this view, in the window, in reports and in exported figures, and Reset View returns to it. Only the camera's direction and up vector are kept, not its distance.
Source code in src/visualdynamics/gui/main_window.py
solve_modes_act
¶
Solve the normal modes of the selected geometry, from its element groups' properties, and add the mode set to the geometry's object group.
How far to solve (a number of modes or a highest frequency) and the damping to give every mode are the Modes pane's, finite element kind.
Source code in src/visualdynamics/gui/main_window.py
convert_to_specification_act
¶
The bar's Convert to Specification: the selected PSD or CPSD
is made a specification, in place and under the same name
(Project.convert_to_specification).
Source code in src/visualdynamics/gui/main_window.py
convert_to_psd_act
¶
The bar's Convert to PSD (Convert to CPSD with cross terms):
the selected specification is made a plain PSD, in place and
under the same name, its limits left out
(Project.convert_to_psd).
Source code in src/visualdynamics/gui/main_window.py
close_lines_pane
¶
integrate_history
¶
Integrate the selected time history once (acceleration to velocity, velocity to displacement), and add the result beside it.
The drift is high-passed out, and records of other quantities are left out, as the status bar says.
Source code in src/visualdynamics/gui/main_window.py
differentiate_history
¶
Differentiate the selected time history once (displacement to velocity, velocity to acceleration), and add the result beside it.
Source code in src/visualdynamics/gui/main_window.py
compute_cpsds
¶
Compute the full cross-spectral matrix of the selected time history, every channel against every channel, and add it beside it.
Source code in src/visualdynamics/gui/main_window.py
generate_report
¶
Add a new Report object from a starter template, select it to edit, and return its name.
template is a built-in template's name ('modal', 'random',
'transient', 'shock', 'sine', 'sysid', 'mimo' or 'empty') or the
path of a saved template. Templates refer to objects by role, such
as '@basis:Frf', resolved against the object groups when the report
is drawn, so the report depends on the project's structure and
not on what the objects are named.
Source code in src/visualdynamics/gui/main_window.py
export_report_template
¶
Save the selected report on its own, as a template another project can load. The save dialog opens in the templates folder, which is where Generate Report looks for saved templates.
Source code in src/visualdynamics/gui/main_window.py
reports_from_runs
¶
File → Reports from Runs…: run visualdynamics.run_report over
a batch of controller runs.
The runs and the options are asked for in dialogs, and the work runs with a progress bar and Cancel; reports already written when it is canceled are kept. The open project is not changed: each run is worked up in a project of its own, as the script does it, and its report is written to disk. The reports use the window's unit system.
Source code in src/visualdynamics/gui/main_window.py
export_report
¶
Export the selected report as one self-contained HTML file.
Source code in src/visualdynamics/gui/main_window.py
export_report_pdf
¶
Export the selected report as a paginated PDF
(Project.export_report_pdf), rendered and printed off the
window's thread. With the data index on, its files are hashed
again first and a file that does not match is asked about, as
for the HTML export.
Source code in src/visualdynamics/gui/main_window.py
issue_report
¶
Issue the selected report as a PDF under its number and
revision (Project.issue_report). What stands in the way (a
field not entered, a section owed, a report already issued) is
said before the file is asked for, and with the data index on,
its files are hashed again and a file that does not match is
asked about before then too.
Source code in src/visualdynamics/gui/main_window.py
attach_to_report
¶
Add a file to the data index from the report editor: the
file, what it is, and whether it goes with the report or is
kept in the archive; journaled as index_file.
Source code in src/visualdynamics/gui/main_window.py
unindex_from_report
¶
Take a file out of the data index from the report editor;
journaled as unindex_file.
Source code in src/visualdynamics/gui/main_window.py
merge_selected
¶
Replace the selected objects with one object that combines
them (Project.merge).
Source code in src/visualdynamics/gui/main_window.py
start_modal_fit
¶
Start fitting real normal modes to the selected FRF object, one mode at a time.
The measured CMIF is drawn solid and the fit's synthesis dashed over it. A cursor is placed on the largest residual peak. The search is limited to the frequencies on screen, so zooming says where to look, and the cursor moves with the zoom rather than being left off screen. The table beside the plot lists the fitted modes and the pending one. Find Mode moves the cursor to the largest residual peak in view, and Confirm Mode adds the pending mode and moves to the next residual peak, since a confirmed peak is removed from the residual. A shape set selected with the FRFs starts the session with its modes and receives every change in place. Only one FRF object can be fitted at a time.
Source code in src/visualdynamics/gui/main_window.py
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refine_all_modes
¶
Fit the residues of every confirmed mode again, together, with
the frequencies and dampings held. It needs at least two
confirmed modes; ModalFitSession.refine_residues explains what
it corrects.
Source code in src/visualdynamics/gui/main_window.py
find_next_mode
¶
Move the cursor to the next mode to fit: the largest CMIF peak left in the residual, within the frequencies the plot shows.
Confirm Mode moves there too once a mode is added; this does it alone, to look before confirming anything. This is the Find Mode button.
Source code in src/visualdynamics/gui/main_window.py
fit_pending_mode
¶
Fit the pending mode at the cursor without confirming it, and draw the table and the plot again.
There is no button for this, because dragging the cursor fits as it goes. It is for a caller that changed something another way, such as a damping typed into the table or a script driving the fit with no cursor to drag.