static private void AddConnectorsToVisualizer(ParticleStructure ps, KinematicsVisualization viz)
 {
     foreach (var connector in ps.Connectors)
     {
         var indices = ps.GetIndexOfProjectiles(connector);
         viz.AddTwoParticleConnector(indices.Item1, indices.Item2, ConnectorColor);
     }
 }
        static internal void RunFiniteElement()
        {
            var engine = new KinematicsEngine();

            engine.AddForce(new ConstantGravitationForce(engine, new Vector(0, 0, -9.8)));
            engine.AddForce(new GroundForce(engine));
            var ps = new YourParticleStructure();

            AddParticleStructure(ps, engine);

            var adapter = new EngineAdapter(engine);

            Sphere3D.NSegments = 40;
            var visualization = new KinematicsVisualization(adapter);

            visualization.Ground = true;

            visualization.ConnectorRadiusScale = .1;
            ProjectileAdapter.VisualSize       = .1;

            AddConnectorsToVisualizer(ps, visualization);

            Timeline.MaximumPoints = 3000;

            var fullViz = new MotionVisualizer(visualization);

            //fullViz.BackgroundFile = "stars.jpg";

            //fullViz.Add3DGraph("Position", () => engine.Time, () => ConvertToVector3D(engine.Projectiles[0].Position), "Time (s)", "Position (m)");
            //fullViz.Add3DGraph("Velocity", () => engine.Time, () => ConvertToVector3D(engine.Projectiles[0].Velocity), "Time (s)", "Velocity (m/s)");
            //fullViz.Add3DGraph("Acceleration", () => engine.Time, () => ConvertToVector3D(engine.Projectiles[0].Acceleration), "Time (s)", "Acceleration (m/s^2)");
            //fullViz.Add3DGraph("Center of Mass", () => engine.Time, () => ConvertToVector3D(ps.CalcCOM()), "Time (s)", "Center of Mass (m)");
            //fullViz.Add3DGraph("Rotation", () => ps.ProjectileList[0].Position.Polar, () => ConvertToVector3D(ps.ProjectileList[0].Position), "Y Position (m)", "Position");

            //fullViz.AddSingleGraph("Rotation Motion", Colors.Teal, () => ps.ProjectileList[0].Position.Y, (() => ps.ProjectileList[0].Position.Z)
            //    , "Y Position", "Z Position");

            fullViz.Show();
        }