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import{S as Xa,i as qa,s as Ya,F as Za,e as n,w as _,k as r,c as a,a as i,x as y,d as o,m as s,b as d,g as c,G as t,y as b,Q as Qa,H as Ka,I as ei,J as ti,q as g,o as f,B as v,v as Ja,_ as oi,$ as ni,t as m,M as ai,h as p,L as ii}from"../../chunks/vendor-hf-doc-builder.js";import{D as $}from"../../chunks/Docstring-hf-doc-builder.js";import{C as ri}from"../../chunks/CodeBlock-hf-doc-builder.js";import{I as Ze}from"../../chunks/IconCopyLink-hf-doc-builder.js";const{window:si}=oi;function li(C){let u,x,L,w,O,h,F,S,T;w=new Ze({props:{classNames:"text-smd"}});const M=C[4].default,A=Za(M,C,C[3],null);return{c(){u=n("div"),x=n("a"),L=n("span"),_(w.$$.fragment),h=r(),A&&A.c(),this.h()},l(N){u=a(N,"DIV",{class:!0});var P=i(u);x=a(P,"A",{id:!0,class:!0,href:!0});var He=i(x);L=a(He,"SPAN",{});var Xe=i(L);y(w.$$.fragment,Xe),Xe.forEach(o),He.forEach(o),h=s(P),A&&A.l(P),P.forEach(o),this.h()},h(){d(x,"id",C[0]),d(x,"class","header-link block pr-0.5 text-lg no-hover:hidden with-hover:absolute with-hover:p-1.5 with-hover:opacity-0 with-hover:group-hover:opacity-100 with-hover:right-full"),d(x,"href",O=`#${C[0]}`),d(u,"class","relative group rounded-md")},m(N,P){c(N,u,P),t(u,x),t(x,L),b(w,L,null),t(u,h),A&&A.m(u,null),C[5](u),F=!0,S||(T=Qa(si,"hashchange",C[2]),S=!0)},p(N,[P]){(!F||P&1)&&d(x,"id",N[0]),(!F||P&1&&O!==(O=`#${N[0]}`))&&d(x,"href",O),A&&A.p&&(!F||P&8)&&Ka(A,M,N,N[3],F?ti(M,N[3],P,null):ei(N[3]),null)},i(N){F||(g(w.$$.fragment,N),g(A,N),F=!0)},o(N){f(w.$$.fragment,N),f(A,N),F=!1},d(N){N&&o(u),v(w),A&&A.d(N),C[5](null),S=!1,T()}}}const Ha="bg-yellow-50 dark:bg-[#494a3d]";function di(C,u,x){let{$$slots:L={},$$scope:w}=u,{anchor:O}=u,h;function F(){const{hash:T}=window.location,M=T.substring(1);h&&h.classList.remove(...Ha.split(" ")),M===O&&h.classList.add(...Ha.split(" "))}Ja(()=>{F()});function S(T){ni[T?"unshift":"push"](()=>{h=T,x(1,h)})}return C.$$set=T=>{"anchor"in T&&x(0,O=T.anchor),"$$scope"in T&&x(3,w=T.$$scope)},[O,h,F,w,L,S]}class ci extends Xa{constructor(u){super();qa(this,u,di,li,Ya,{anchor:0})}}function mi(C){let u,x,L,w,O;return w=new ri({props:{code:`# create a 5x5 mesh grid
xrng = np.arange(-2, 3, dtype=np.float32)
zrng = np.arange(-2, 3, dtype=np.float32)
x, z = np.meshgrid(xrng, zrng)
# let's make the y-axis a sort of cone
y = 1. / np.sqrt(x*x + z*z + 0.1)
asset = sm.StructuredGrid(x, y, z)`,highlighted:`<span class="hljs-comment"># create a 5x5 mesh grid</span>
xrng = np.arange(-<span class="hljs-number">2</span>, <span class="hljs-number">3</span>, dtype=np.float32)
zrng = np.arange(-<span class="hljs-number">2</span>, <span class="hljs-number">3</span>, dtype=np.float32)
x, z = np.meshgrid(xrng, zrng)
<span class="hljs-comment"># let&#x27;s make the y-axis a sort of cone</span>
y = <span class="hljs-number">1.</span> / np.sqrt(x*x + z*z + <span class="hljs-number">0.1</span>)
asset = sm.StructuredGrid(x, y, z)`}}),{c(){u=n("p"),x=m("Examples:"),L=r(),_(w.$$.fragment)},l(h){u=a(h,"P",{});var F=i(u);x=p(F,"Examples:"),F.forEach(o),L=s(h),y(w.$$.fragment,h)},m(h,F){c(h,u,F),t(u,x),c(h,L,F),b(w,h,F),O=!0},p:ii,i(h){O||(g(w.$$.fragment,h),O=!0)},o(h){f(w.$$.fragment,h),O=!1},d(h){h&&o(u),h&&o(L),v(w,h)}}}function pi(C){let u,x,L,w,O,h,F,S,T,M,A,N,P,He,Xe,St,E,fe,Ao,Qe,Do,Oo,j,_e,Po,Ke,Co,To,ae,ie,et,ye,Ro,tt,Eo,jo,ot,So,zo,I,be,ko,nt,Wo,Mo,at,Io,zt,U,re,it,ve,Uo,rt,Go,kt,G,we,Vo,st,Bo,Wt,V,xe,Ho,lt,Xo,Mt,B,Ne,qo,dt,Yo,It,H,$e,Jo,ct,Zo,Ut,X,Le,Qo,mt,Ko,Gt,q,Fe,en,pt,tn,Vt,Y,Ae,on,ht,nn,Bt,J,De,an,ut,rn,Ht,Z,Oe,sn,gt,ln,Xt,Q,Pe,dn,ft,cn,qt,K,Ce,mn,_t,pn,Yt,z,Te,hn,yt,un,gn,bt,fn,Jt,ee,Re,_n,vt,yn,Zt,te,Ee,bn,wt,vn,Qt,oe,je,wn,xt,xn,Kt,ne,Se,Nn,Nt,$n,eo,k,ze,Ln,$t,Fn,An,se,to,D,ke,Dn,Lt,On,Pn,le,de,Ft,We,Cn,At,Tn,Rn,Dt,En,jn,W,Ot,Sn,zn,Me,kn,Pt,Wn,Mn,In,Ct,Un,Gn,Tt,Vn,Bn,Hn,Xn,ce,me,Rt,Ie,qn,Et,Yn,Jn,pe,Ue,Zn,jt,Qn,oo,Ge,Ve,no;return h=new Ze({}),fe=new $({props:{name:"class simulate.Object3D",anchor:"simulate.Object3D",parameters:[{name:"mesh",val:": typing.Union[pyvista.core.pointset.UnstructuredGrid, pyvista.core.composite.MultiBlock, pyvista.core.pointset.PolyData, pyvista.core.dataset.DataSet, NoneType] = None"},{name:"material",val:": typing.Union[simulate.assets.material.Material, typing.List[simulate.assets.material.Material], NoneType] = None"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"original_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"recompute_normals",val:": bool = True"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Object3D.mesh",description:`<strong>mesh</strong> (<code>pyvista.[UnstructuredGrid, MultiBlock, PolyData, DataSet]</code>, <em>optional</em>, defaults to None) &#x2014;
The mesh of the object.`,name:"mesh"},{anchor:"simulate.Object3D.material",description:`<strong>material</strong> (<code>Material</code> or <code>List[Material]</code>, <em>optional</em>, defaults to None) &#x2014;
The material of the object.`,name:"material"},{anchor:"simulate.Object3D.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
The name of the object.`,name:"name"},{anchor:"simulate.Object3D.position",description:`<strong>position</strong> (<code>List[float]</code>, <em>optional</em>, defaults to <code>[0.0, 0.0, 0.0]</code>) &#x2014;
The position of the object.`,name:"position"},{anchor:"simulate.Object3D.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the object is an actor.`,name:"is_actor"},{anchor:"simulate.Object3D.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the object is an actor.`,name:"is_actor"},{anchor:"simulate.Object3D.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the object has a rigid body.`,name:"with_rigid_body"},{anchor:"simulate.Object3D.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the object has an articulation body.`,name:"with_articulation_body"},{anchor:"simulate.Object3D.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>List[float]</code>, <em>optional</em>, defaults to <code>[1.0, 0.0, 0.0]</code>) &#x2014;
The direction of the mesh.`,name:"set_mesh_direction"},{anchor:"simulate.Object3D.original_mesh_direction",description:`<strong>original_mesh_direction</strong> (<code>List[float]</code>, <em>optional</em>, defaults to <code>[1.0, 0.0, 0.0]</code>) &#x2014;
The original direction of the mesh.`,name:"original_mesh_direction"},{anchor:"simulate.Object3D.recompute_normals",description:`<strong>recompute_normals</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>True</code>) &#x2014;
Whether to recompute normals per vertex for this object.`,name:"recompute_normals"},{anchor:"simulate.Object3D.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
The parent of the object.`,name:"parent"},{anchor:"simulate.Object3D.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
The children of the object.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L83"}}),_e=new $({props:{name:"build_collider",anchor:"simulate.Object3D.build_collider",parameters:[{name:"max_convex_hulls",val:" = 16"},{name:"resolution",val:" = 4000"},{name:"minimum_volume_percent_error_allowed",val:" = 1"},{name:"max_recursion_depth",val:" = 10"},{name:"shrink_wrap",val:" = True"},{name:"fill_mode",val:" = 'FLOOD_FILL'"},{name:"max_num_vertices_per_hull",val:" = 64"},{name:"async_ACD",val:" = True"},{name:"min_edge_length",val:" = 2"},{name:"find_best_plane",val:" = False"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L164"}}),ye=new Ze({}),be=new $({props:{name:"copy",anchor:"simulate.Object3D.copy",parameters:[{name:"with_children",val:": bool = True"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Object3D.copy.with_children",description:`<strong>with_children</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>True</code>) &#x2014;
Whether to copy the children of the object.`,name:"with_children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L239",returnDescription:`
<p>The copied object.</p>
`,returnType:`
<p>copy (<code>Object3D</code>)</p>
`}}),ve=new Ze({}),we=new $({props:{name:"class simulate.Plane",anchor:"simulate.Plane",parameters:[{name:"i_size",val:": float = 10.0"},{name:"j_size",val:": float = 10.0"},{name:"i_resolution",val:": int = 1"},{name:"j_resolution",val:": int = 1"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"with_collider",val:": bool = True"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"collider_thickness",val:": typing.Optional[float] = None"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Plane.i_size",description:`<strong>i_size</strong> (<code>float</code>, <em>optional</em>, defaults to <code>10.0</code>) &#x2014;
Size of the plane in the i direction.`,name:"i_size"},{anchor:"simulate.Plane.j_size",description:`<strong>j_size</strong> (<code>float</code>, <em>optional</em>, defaults to <code>10.0</code>) &#x2014;
Size of the plane in the j direction.`,name:"j_size"},{anchor:"simulate.Plane.i_resolution",description:`<strong>i_resolution</strong> (<code>int</code>, <em>optional</em>, defaults to <code>1</code>) &#x2014;
Number of points on the plane in the i direction.`,name:"i_resolution"},{anchor:"simulate.Plane.j_resolution",description:`<strong>j_resolution</strong> (<code>int</code>, <em>optional</em>, defaults to <code>1</code>) &#x2014;
Number of points on the plane in the j direction.`,name:"j_resolution"},{anchor:"simulate.Plane.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the plane.`,name:"name"},{anchor:"simulate.Plane.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the plane.`,name:"position"},{anchor:"simulate.Plane.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the plane is an actor or not.`,name:"is_actor"},{anchor:"simulate.Plane.with_collider",description:`<strong>with_collider</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>True</code>) &#x2014;
Whether the plane has a collider or not.`,name:"with_collider"},{anchor:"simulate.Plane.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the plane has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Plane.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the plane has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Plane.set_mesh_direction",description:`<strong>set_mesh_direction</strong> &#x2014; list or tuple or np.ndarray, optional
Direction the normal to the plane in <code>[x, y, z]</code>.
Default to normal pointing in the <code>y</code> (up) direction.`,name:"set_mesh_direction"},{anchor:"simulate.Plane.collider_thickness",description:`<strong>collider_thickness</strong> (<code>float</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Thickness of the collider.`,name:"collider_thickness"},{anchor:"simulate.Plane.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the plane.`,name:"parent"},{anchor:"simulate.Plane.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the plane.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L319"}}),xe=new $({props:{name:"class simulate.Sphere",anchor:"simulate.Sphere",parameters:[{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"radius",val:": float = 1.0"},{name:"theta_resolution",val:": int = 10"},{name:"phi_resolution",val:": int = 10"},{name:"start_theta",val:": float = 0.0"},{name:"end_theta",val:": float = 360.0"},{name:"start_phi",val:": float = 0.0"},{name:"end_phi",val:": float = 180.0"},{name:"sphere_type",val:": str = 'uv'"},{name:"with_collider",val:": bool = True"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Sphere.position",description:`<strong>position</strong> (<em>np.ndarray</em> or <em>List[float]</em>, <em>optional</em>, defaults to <em>[0, 0, 0]</em>) &#x2014;
Position of the sphere.`,name:"position"},{anchor:"simulate.Sphere.radius",description:`<strong>radius</strong> (<em>float</em>, <em>optional</em>, defaults to <em>1.0</em>) &#x2014;
Sphere radius.`,name:"radius"},{anchor:"simulate.Sphere.theta_resolution",description:`<strong>theta_resolution</strong> (<em>int</em>, <em>optional</em>, defaults to <em>10</em>) &#x2014;
Set the number of points in the longitude direction (ranging from <em>start_theta</em> to <em>end_theta</em>).`,name:"theta_resolution"},{anchor:"simulate.Sphere.phi_resolution",description:`<strong>phi_resolution</strong> (<em>int</em>, <em>optional</em>, defaults to <em>10</em>) &#x2014;
Set the number of points in the latitude direction (ranging from <em>start_phi</em> to <em>end_phi</em>).`,name:"phi_resolution"},{anchor:"simulate.Sphere.start_theta",description:`<strong>start_theta</strong> (<em>float</em>, <em>optional</em>, defaults to <em>0.0</em>) &#x2014;
Starting longitude angle.`,name:"start_theta"},{anchor:"simulate.Sphere.end_theta",description:`<strong>end_theta</strong> (<em>float</em>, <em>optional</em>, defaults to <em>360.0</em>) &#x2014;
Ending longitude angle.`,name:"end_theta"},{anchor:"simulate.Sphere.start_phi",description:`<strong>start_phi</strong> (<em>float</em>, <em>optional</em>, defaults to <em>0.0</em>) &#x2014;
Starting latitude angle.`,name:"start_phi"},{anchor:"simulate.Sphere.end_phi",description:`<strong>end_phi</strong> (<em>float</em>, <em>optional</em>, defaults to <em>180.0</em>) &#x2014;
Ending latitude angle.`,name:"end_phi"},{anchor:"simulate.Sphere.sphere_type",description:`<strong>sphere_type</strong> (<em>str</em>, <em>optional</em>, defaults to <em>&#x201C;uv&#x201D;</em>) &#x2014;
One of &#x2018;uv&#x2019; for a UV-sphere or &#x2018;ico&#x2019; for an icosphere.`,name:"sphere_type"},{anchor:"simulate.Sphere.with_collider",description:`<strong>with_collider</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>True</em>) &#x2014;
Set to true to automatically add an associated Sphere collider.`,name:"with_collider"},{anchor:"simulate.Sphere.name",description:`<strong>name</strong> (<em>str</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Name of the sphere.`,name:"name"},{anchor:"simulate.Sphere.is_actor",description:`<strong>is_actor</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the sphere is an actor or not.`,name:"is_actor"},{anchor:"simulate.Sphere.with_rigid_body",description:`<strong>with_rigid_body</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the sphere has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Sphere.with_articulation_body",description:`<strong>with_articulation_body</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the sphere has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Sphere.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<em>np.ndarray</em> or <em>List[float]</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Direction the top of the sphere points to in <code>[x, y, z]</code>.
Default to top of sphere pointing in the <code>y</code> (up) direction.`,name:"set_mesh_direction"},{anchor:"simulate.Sphere.parent",description:`<strong>parent</strong> (<em>Asset</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Parent of the sphere.`,name:"parent"},{anchor:"simulate.Sphere.children",description:`<strong>children</strong> (<em>Asset</em> or <em>List[Asset]</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Children of the sphere.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L409"}}),Ne=new $({props:{name:"class simulate.Capsule",anchor:"simulate.Capsule",parameters:[{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"height",val:": float = 1.0"},{name:"radius",val:": float = 0.2"},{name:"theta_resolution",val:": int = 4"},{name:"phi_resolution",val:": int = 4"},{name:"sphere_type",val:": str = 'uv'"},{name:"with_collider",val:": bool = True"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Capsule.position",description:`<strong>position</strong> (<em>np.ndarray</em> or <em>List[float]</em>, <em>optional</em>, defaults to <em>[0, 0, 0]</em>) &#x2014;
Position of the capsule.`,name:"position"},{anchor:"simulate.Capsule.height",description:`<strong>height</strong> (<em>float</em>, <em>optional</em>, defaults to <em>1.0</em>) &#x2014;
Height of the capsule.`,name:"height"},{anchor:"simulate.Capsule.radius",description:`<strong>radius</strong> (<em>float</em>, <em>optional</em>, defaults to <em>0.2</em>) &#x2014;
Radius of the capsule.`,name:"radius"},{anchor:"simulate.Capsule.theta_resolution",description:`<strong>theta_resolution</strong> (<em>int</em>, <em>optional</em>, defaults to <em>4</em>) &#x2014;
Set the number of points in the longitude direction.`,name:"theta_resolution"},{anchor:"simulate.Capsule.phi_resolution",description:`<strong>phi_resolution</strong> (<em>int</em>, <em>optional</em>, defaults to <em>4</em>) &#x2014;
Set the number of points in the latitude direction.`,name:"phi_resolution"},{anchor:"simulate.Capsule.sphere_type",description:`<strong>sphere_type</strong> (<em>str</em>, <em>optional</em>, defaults to <em>&#x201C;uv&#x201D;</em>) &#x2014;
One of &#x2018;uv&#x2019; for a UV-sphere or &#x2018;ico&#x2019; for an icosphere.`,name:"sphere_type"},{anchor:"simulate.Capsule.with_collider",description:`<strong>with_collider</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>True</em>) &#x2014;
Set to true to automatically add an associated Sphere collider.`,name:"with_collider"},{anchor:"simulate.Capsule.name",description:`<strong>name</strong> (<em>str</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Name of the capsule.`,name:"name"},{anchor:"simulate.Capsule.is_actor",description:`<strong>is_actor</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the capsule is an actor or not.`,name:"is_actor"},{anchor:"simulate.Capsule.with_rigid_body",description:`<strong>with_rigid_body</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the capsule has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Capsule.with_articulation_body",description:`<strong>with_articulation_body</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the capsule has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Capsule.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<em>np.ndarray</em> or <em>List[float]</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Direction the top of the capsule points to in <code>[x, y, z]</code>.
Default to top of capsule pointing in the <code>y</code> (up) direction.`,name:"set_mesh_direction"},{anchor:"simulate.Capsule.parent",description:`<strong>parent</strong> (<em>Asset</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Parent of the capsule.`,name:"parent"},{anchor:"simulate.Capsule.children",description:`<strong>children</strong> (<em>Asset</em> or <em>List[Asset]</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Children of the capsule.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L517"}}),$e=new $({props:{name:"class simulate.Cylinder",anchor:"simulate.Cylinder",parameters:[{name:"height",val:": float = 1.0"},{name:"radius",val:": float = 1.0"},{name:"resolution",val:": int = 16"},{name:"capping",val:": bool = True"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Cylinder.height",description:`<strong>height</strong> (<code>float</code>, <em>optional</em>, defaults to <code>1.0</code>) &#x2014;
Height of the cylinder.`,name:"height"},{anchor:"simulate.Cylinder.radius",description:`<strong>radius</strong> (<code>float</code>, <em>optional</em>, defaults to <code>1.0</code>) &#x2014;
Radius of the cylinder.`,name:"radius"},{anchor:"simulate.Cylinder.resolution",description:`<strong>resolution</strong> (<code>int</code>, <em>optional</em>, defaults to <code>16</code>) &#x2014;
Number of points on the circular face of the cylinder.`,name:"resolution"},{anchor:"simulate.Cylinder.capping",description:`<strong>capping</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>True</code>) &#x2014;
Cap cylinder ends with polygons.`,name:"capping"},{anchor:"simulate.Cylinder.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the cylinder.`,name:"name"},{anchor:"simulate.Cylinder.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the cylinder.`,name:"position"},{anchor:"simulate.Cylinder.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the top of the cylinder points to in <code>[x, y, z]</code>.
Default to top of cylinder pointing in the <code>y</code> (up) direction.`,name:"set_mesh_direction"},{anchor:"simulate.Cylinder.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the cylinder is an actor or not.`,name:"is_actor"},{anchor:"simulate.Cylinder.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the cylinder has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Cylinder.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the cylinder has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Cylinder.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the cylinder.`,name:"parent"},{anchor:"simulate.Cylinder.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the cylinder.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L611"}}),Le=new $({props:{name:"class simulate.Box",anchor:"simulate.Box",parameters:[{name:"bounds",val:": typing.Union[int, float, typing.List[float], numpy.ndarray, typing.Tuple[float, ...], NoneType] = None"},{name:"level",val:": int = 0"},{name:"quads",val:": bool = True"},{name:"with_collider",val:": bool = True"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Box.bounds",description:`<strong>bounds</strong> (<em>float</em> or <em>np.ndarray</em> or <em>List[float]</em>, <em>optional</em>, defaults to <em>(-0.5, 0.5, -0.5, 0.5, -0.5, 0.5)</em>) &#x2014;
Specify the bounding box of the cube as either:<ul>
<li>a list of 6 floats:(xMin, xMax, yMin, yMax, zMin, zMax)
=&gt; bounds are <code>(xMin, xMax, yMin, yMax, zMin, zMax)</code></li>
<li>a list of 3 floats: xSize, ySize, zSize
=&gt; bounds are <code>(-xSize/2, xSize/2, ySize/2, ySize/2, -zSize/2, zSize/2)</code><ul>
<li>a single float: size
=&gt; bounds are <code>(-size/2, size/2, size/2, size/2, -size/2, size/2)</code>
If no value is provided, create a centered unit box</li>
</ul></li>
</ul>`,name:"bounds"},{anchor:"simulate.Box.level",description:`<strong>level</strong> (<em>int</em>, <em>optional</em>, defaults to <em>0</em>) &#x2014;
The level of subdivision of the box. The number of faces will be 6*4**level.<ul>
<li><strong>quads</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>True</em>) &#x2014;
If <em>True</em>, the faces of the box will be quads. Otherwise, they will be triangles.</li>
</ul>`,name:"level"},{anchor:"simulate.Box.with_colliders",description:`<strong>with_colliders</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>True</em>) &#x2014;
Whether the box has colliders or not.`,name:"with_colliders"},{anchor:"simulate.Box.name",description:`<strong>name</strong> (<em>str</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Name of the box.`,name:"name"},{anchor:"simulate.Box.position",description:`<strong>position</strong> (<em>np.ndarray</em> or <em>List[float]</em>, <em>optional</em>, defaults to <em>[0, 0, 0]</em>) &#x2014;
Position of the box.`,name:"position"},{anchor:"simulate.Box.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<em>np.ndarray</em> or <em>List[float]</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Direction the top of the box points to in <em>[x, y, z]</em>.
Default to top of box pointing in the <em>y</em> (up) direction.`,name:"set_mesh_direction"},{anchor:"simulate.Box.is_actor",description:`<strong>is_actor</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the box is an actor or not.`,name:"is_actor"},{anchor:"simulate.Box.with_rigid_body",description:`<strong>with_rigid_body</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the box has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Box.with_articulation_body",description:`<strong>with_articulation_body</strong> (<em>bool</em>, <em>optional</em>, defaults to <em>False</em>) &#x2014;
Whether the box has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Box.parent",description:`<strong>parent</strong> (<em>Asset</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Parent of the box.`,name:"parent"},{anchor:"simulate.Box.children",description:`<strong>children</strong> (<em>Asset</em> or <em>List[Asset]</em>, <em>optional</em>, defaults to <em>None</em>) &#x2014;
Children of the box.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L680"}}),Fe=new $({props:{name:"class simulate.Cone",anchor:"simulate.Cone",parameters:[{name:"height",val:": float = 1.0"},{name:"radius",val:": float = 1.0"},{name:"resolution",val:": int = 6"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Cone.height",description:`<strong>height</strong> (<code>float</code>, <em>optional</em>, defaults to <code>1.0</code>) &#x2014;
Height of the cone.`,name:"height"},{anchor:"simulate.Cone.radius",description:`<strong>radius</strong> (<code>float</code>, <em>optional</em>, defaults to <code>1.0</code>) &#x2014;
Radius of the cone.`,name:"radius"},{anchor:"simulate.Cone.resolution",description:`<strong>resolution</strong> (<code>int</code>, <em>optional</em>, defaults to <code>6</code>) &#x2014;
Number of facets used to represent the cone.`,name:"resolution"},{anchor:"simulate.Cone.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the cone.`,name:"name"},{anchor:"simulate.Cone.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the cone.`,name:"position"},{anchor:"simulate.Cone.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the top of the cone points to in <code>[x, y, z]</code>.
Default to top of cone pointing in the <code>y</code> (up) direction.`,name:"set_mesh_direction"},{anchor:"simulate.Cone.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the cone is an actor or not.`,name:"is_actor"},{anchor:"simulate.Cone.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the cone has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Cone.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the cone has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Cone.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the cone.`,name:"parent"},{anchor:"simulate.Cone.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the cone.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L778"}}),Ae=new $({props:{name:"class simulate.Line",anchor:"simulate.Line",parameters:[{name:"pointa",val:": typing.Optional[typing.List[float]] = None"},{name:"pointb",val:": typing.Optional[typing.List[float]] = None"},{name:"resolution",val:": int = 1"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Line.pointa",description:`<strong>pointa</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[-1.0, 0.0, 0.0]</code>) &#x2014;
Location of the first point of the line.`,name:"pointa"},{anchor:"simulate.Line.pointb",description:`<strong>pointb</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[1.0, 0.0, 0.0]</code>) &#x2014;
Location of the second point of the line.`,name:"pointb"},{anchor:"simulate.Line.resolution",description:`<strong>resolution</strong> (<code>int</code>, <em>optional</em>, defaults to <code>1</code>) &#x2014;
Number of pieces to divide line into.`,name:"resolution"},{anchor:"simulate.Line.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the line.`,name:"name"},{anchor:"simulate.Line.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the line points to in <code>[x, y, z]</code>.
Default to line pointing in the <code>x</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.Line.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the line is an actor or not.`,name:"is_actor"},{anchor:"simulate.Line.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the line has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Line.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the line has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Line.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the line.`,name:"parent"},{anchor:"simulate.Line.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the line.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L842"}}),De=new $({props:{name:"class simulate.MultipleLines",anchor:"simulate.MultipleLines",parameters:[{name:"points",val:": typing.Optional[typing.List[typing.List[float]]] = None"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.MultipleLines.points",description:`<strong>points</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
List of points defining a broken line, default is <code>[[-0.5, 0.0, 0.0], [0.5, 0.0, 0.0]]</code>.`,name:"points"},{anchor:"simulate.MultipleLines.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the multiple lines.`,name:"name"},{anchor:"simulate.MultipleLines.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the multiple lines is an actor or not.`,name:"is_actor"},{anchor:"simulate.MultipleLines.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the multiple lines points to in <code>[x, y, z]</code>.
Default to multiple lines pointing in the <code>x</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.MultipleLines.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the multiple lines have a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.MultipleLines.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the multiple lines have an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.MultipleLines.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the multiple lines.`,name:"parent"},{anchor:"simulate.MultipleLines.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the multiple lines.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L906"}}),Oe=new $({props:{name:"class simulate.Tube",anchor:"simulate.Tube",parameters:[{name:"pointa",val:": typing.Optional[typing.List[float]] = None"},{name:"pointb",val:": typing.Optional[typing.List[float]] = None"},{name:"resolution",val:": int = 1"},{name:"radius",val:": float = 1.0"},{name:"n_sides",val:": int = 16"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Tube.pointa",description:`<strong>pointa</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[-1.0, 0.0, 0.0]</code>) &#x2014;
Location of the first point of the tube.`,name:"pointa"},{anchor:"simulate.Tube.pointb",description:`<strong>pointb</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[1.0, 0.0, 0.0]</code>) &#x2014;
Location of the second point of the tube.`,name:"pointb"},{anchor:"simulate.Tube.resolution",description:`<strong>resolution</strong> (<code>int</code>, <em>optional</em>, defaults to <code>1</code>) &#x2014;
Number of pieces to divide tube into.`,name:"resolution"},{anchor:"simulate.Tube.radius",description:`<strong>radius</strong> (<code>float</code>, <em>optional</em>, defaults to <code>0.1</code>) &#x2014;
Minimum tube radius (minimum because the tube radius may vary).`,name:"radius"},{anchor:"simulate.Tube.n_sides",description:`<strong>n_sides</strong> (<code>int</code>, <em>optional</em>, defaults to <code>16</code>) &#x2014;
Number of sides of the tube.`,name:"n_sides"},{anchor:"simulate.Tube.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the tube.`,name:"name"},{anchor:"simulate.Tube.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the tube is an actor or not.`,name:"is_actor"},{anchor:"simulate.Tube.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the tube points to in <code>[x, y, z]</code>.
Default to tube pointing in the <code>y</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.Tube.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the tube has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Tube.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the tube has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Tube.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the tube.`,name:"parent"},{anchor:"simulate.Tube.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the tube.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L961"}}),Pe=new $({props:{name:"class simulate.Polygon",anchor:"simulate.Polygon",parameters:[{name:"points",val:": typing.List[typing.List[float]]"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"with_collider",val:": bool = False"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Polygon.points",description:`<strong>points</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
List of points defining the polygon,
e.g. <code>[[0, 0, 0], [1, 0, -.1], [.8, 0, .5], [1, 0, 1], [.6, 0, 1.2], [0, 0, .8]]</code>.
The polygon is defined by an ordered list of three or more points lying in a plane.
The polygon normal is implicitly defined by a counterclockwise ordering of
its points using the right-hand rule.`,name:"points"},{anchor:"simulate.Polygon.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the polygon.`,name:"position"},{anchor:"simulate.Polygon.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the polygon.`,name:"name"},{anchor:"simulate.Polygon.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the polygon is an actor or not.`,name:"is_actor"},{anchor:"simulate.Polygon.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the polygon points to in <code>[x, y, z]</code>.
Default to polygon pointing in the <code>y</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.Polygon.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the polygon has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Polygon.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the polygon has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Polygon.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the polygon.`,name:"parent"},{anchor:"simulate.Polygon.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the polygon.`,name:"children"},{anchor:"simulate.Polygon.with_colliders",description:`<strong>with_colliders</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the polygon has colliders or not.`,name:"with_colliders"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1030"}}),Ce=new $({props:{name:"class simulate.RegularPolygon",anchor:"simulate.RegularPolygon",parameters:[{name:"radius",val:": float = 1.0"},{name:"n_sides",val:": int = 6"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.RegularPolygon.radius",description:`<strong>radius</strong> (<code>float</code>, <em>optional</em>, defaults to <code>1.0</code>) &#x2014;
Radius of the regular polygon.`,name:"radius"},{anchor:"simulate.RegularPolygon.n_sides",description:`<strong>n_sides</strong> (<code>int</code>, <em>optional</em>, defaults to <code>6</code>) &#x2014;
Number of sides of the regular polygon.`,name:"n_sides"},{anchor:"simulate.RegularPolygon.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the regular polygon.`,name:"position"},{anchor:"simulate.RegularPolygon.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the regular polygon.`,name:"name"},{anchor:"simulate.RegularPolygon.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the regular polygon is an actor or not.`,name:"is_actor"},{anchor:"simulate.RegularPolygon.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the regular polygon points to in <code>[x, y, z]</code>.
Default to regular polygon pointing in the <code>y</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.RegularPolygon.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the regular polygon has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.RegularPolygon.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the regular polygon has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.RegularPolygon.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the regular polygon.`,name:"parent"},{anchor:"simulate.RegularPolygon.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the regular polygon.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1124"}}),Te=new $({props:{name:"class simulate.Ring",anchor:"simulate.Ring",parameters:[{name:"inner",val:": float = 0.25"},{name:"outer",val:": float = 0.5"},{name:"r_res",val:": int = 1"},{name:"c_res",val:": int = 6"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Ring.inner",description:`<strong>inner</strong> (<code>float</code>, <em>optional</em>, defaults to <code>0.25</code>) &#x2014;
Inner radius of the ring.`,name:"inner"},{anchor:"simulate.Ring.outer",description:`<strong>outer</strong> (<code>float</code>, <em>optional</em>, defaults to <code>0.5</code>) &#x2014;
Outer radius of the ring.`,name:"outer"},{anchor:"simulate.Ring.r_res",description:`<strong>r_res</strong> (<code>int</code>, <em>optional</em>, defaults to <code>1</code>) &#x2014;
Number of points in radial direction.`,name:"r_res"},{anchor:"simulate.Ring.c_res",description:`<strong>c_res</strong> (<code>int</code>, <em>optional</em>, defaults to <code>6</code>) &#x2014;
Number of points in circumferential direction.`,name:"c_res"},{anchor:"simulate.Ring.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the ring.`,name:"name"},{anchor:"simulate.Ring.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the ring.`,name:"position"},{anchor:"simulate.Ring.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the ring points to in <code>[x, y, z]</code>.
Default to ring pointing in the <code>y</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.Ring.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the ring is an actor or not.`,name:"is_actor"},{anchor:"simulate.Ring.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the ring has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Ring.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the ring has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Ring.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the ring.`,name:"parent"},{anchor:"simulate.Ring.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the ring.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1186"}}),Re=new $({props:{name:"class simulate.Text3D",anchor:"simulate.Text3D",parameters:[{name:"string",val:": str = 'Hello'"},{name:"depth",val:": float = 0.5"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Text3D.string",description:`<strong>string</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
String to be converted to 3D text.`,name:"string"},{anchor:"simulate.Text3D.depth",description:`<strong>depth</strong> (<code>float</code>, <em>optional</em>, defaults to <code>0.5</code>) &#x2014;
Depth of the text.`,name:"depth"},{anchor:"simulate.Text3D.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the text.`,name:"name"},{anchor:"simulate.Text3D.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the text.`,name:"position"},{anchor:"simulate.Text3D.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the text points to in <code>[x, y, z]</code>.
Default to text pointing in the <code>z</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.Text3D.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the text is an actor or not.`,name:"is_actor"},{anchor:"simulate.Text3D.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the text has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Text3D.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the text has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Text3D.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the text.`,name:"parent"},{anchor:"simulate.Text3D.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the text.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1258"}}),Ee=new $({props:{name:"class simulate.Triangle",anchor:"simulate.Triangle",parameters:[{name:"points",val:": typing.Optional[typing.List[typing.List[float]]] = None"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Triangle.points",description:`<strong>points</strong> (<code>np.ndarray</code> or <code>List[List[float]]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Points of the triangle.`,name:"points"},{anchor:"simulate.Triangle.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the triangle.`,name:"name"},{anchor:"simulate.Triangle.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the triangle is an actor or not.`,name:"is_actor"},{anchor:"simulate.Triangle.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the triangle points to in <code>[x, y, z]</code>.
Default to triangle pointing in the <code>y</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.Triangle.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the triangle has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Triangle.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the triangle has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Triangle.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the triangle.`,name:"parent"},{anchor:"simulate.Triangle.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the triangle.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1322"}}),je=new $({props:{name:"class simulate.Rectangle",anchor:"simulate.Rectangle",parameters:[{name:"points",val:": typing.Optional[typing.List[typing.List[float]]] = None"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Rectangle.points",description:`<strong>points</strong> (<code>np.ndarray</code> or <code>List[List[float]]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Points of the rectangle.`,name:"points"},{anchor:"simulate.Rectangle.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the rectangle.`,name:"name"},{anchor:"simulate.Rectangle.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the rectangle is an actor or not.`,name:"is_actor"},{anchor:"simulate.Rectangle.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the rectangle points to in <code>[x, y, z]</code>.
Default to rectangle pointing in the <code>y</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.Rectangle.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the rectangle has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Rectangle.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the rectangle has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Rectangle.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the rectangle.`,name:"parent"},{anchor:"simulate.Rectangle.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the rectangle.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1375"}}),Se=new $({props:{name:"class simulate.Circle",anchor:"simulate.Circle",parameters:[{name:"radius",val:": float = 0.5"},{name:"resolution",val:": int = 100"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.Circle.radius",description:`<strong>radius</strong> (<code>float</code>, <em>optional</em>, defaults to <code>0.5</code>) &#x2014;
Radius of the circle.`,name:"radius"},{anchor:"simulate.Circle.resolution",description:`<strong>resolution</strong> (<code>int</code>, <em>optional</em>, defaults to <code>100</code>) &#x2014;
Number of points to define the circle.`,name:"resolution"},{anchor:"simulate.Circle.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the circle.`,name:"name"},{anchor:"simulate.Circle.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the circle.`,name:"position"},{anchor:"simulate.Circle.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the circle is an actor or not.`,name:"is_actor"},{anchor:"simulate.Circle.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the circle points to in <code>[x, y, z]</code>.
Default to circle pointing in the <code>y</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.Circle.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the circle has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.Circle.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the circle has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.Circle.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the circle.`,name:"parent"},{anchor:"simulate.Circle.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Children of the circle.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1428"}}),ze=new $({props:{name:"class simulate.StructuredGrid",anchor:"simulate.StructuredGrid",parameters:[{name:"x",val:": typing.Union[numpy.ndarray, typing.List[typing.List[float]]]"},{name:"y",val:": typing.Union[numpy.ndarray, typing.List[typing.List[float]]]"},{name:"z",val:": typing.Union[numpy.ndarray, typing.List[typing.List[float]]]"},{name:"name",val:": typing.Optional[str] = None"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{name:"set_mesh_direction",val:": typing.Optional[typing.List[float]] = None"},{name:"is_actor",val:": bool = False"},{name:"with_rigid_body",val:": bool = False"},{name:"with_articulation_body",val:": bool = False"},{name:"parent",val:": typing.Optional[ForwardRef('Asset')] = None"},{name:"children",val:": typing.Union[ForwardRef('Asset'), typing.List[ForwardRef('Asset')], NoneType] = None"},{name:"**kwargs",val:": typing.Any"}],parametersDescription:[{anchor:"simulate.StructuredGrid.x",description:`<strong>x</strong> (<code>np.ndarray</code> or <code>List[List[float]]</code>) &#x2014;
Position of the points in x direction.`,name:"x"},{anchor:"simulate.StructuredGrid.y",description:`<strong>y</strong> (<code>np.ndarray</code> or <code>List[List[float]]</code>) &#x2014;
Position of the points in y direction.`,name:"y"},{anchor:"simulate.StructuredGrid.z",description:`<strong>z</strong> (<code>np.ndarray</code> or <code>List[List[float]]</code>) &#x2014;
Position of the points in z direction.`,name:"z"},{anchor:"simulate.StructuredGrid.name",description:`<strong>name</strong> (<code>str</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Name of the structured grid.`,name:"name"},{anchor:"simulate.StructuredGrid.position",description:`<strong>position</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>[0, 0, 0]</code>) &#x2014;
Position of the structured grid.`,name:"position"},{anchor:"simulate.StructuredGrid.set_mesh_direction",description:`<strong>set_mesh_direction</strong> (<code>np.ndarray</code> or <code>List[float]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Direction the structured grid points to in <code>[x, y, z]</code>.
Default to structured grid pointing in the <code>y</code> direction.`,name:"set_mesh_direction"},{anchor:"simulate.StructuredGrid.is_actor",description:`<strong>is_actor</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the structured grid is an actor or not.`,name:"is_actor"},{anchor:"simulate.StructuredGrid.with_rigid_body",description:`<strong>with_rigid_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the structured grid has a rigid body or not.`,name:"with_rigid_body"},{anchor:"simulate.StructuredGrid.with_articulation_body",description:`<strong>with_articulation_body</strong> (<code>bool</code>, <em>optional</em>, defaults to <code>False</code>) &#x2014;
Whether the structured grid has an articulation body or not.`,name:"with_articulation_body"},{anchor:"simulate.StructuredGrid.parent",description:`<strong>parent</strong> (<code>Asset</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
Parent of the structured grid.`,name:"parent"},{anchor:"simulate.StructuredGrid.children",description:`<strong>children</strong> (<code>Asset</code> or <code>List[Asset]</code>, <em>optional</em>, defaults to <code>None</code>) &#x2014;
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Maximum recursion depth, by default 10
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Fill mode, by default \u201CFLOOD_FILL\u201D
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Maximum number of vertices per hull, by default 64
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Map to show as it is.
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Tiles for procedural generation when using generation from tiles and neighbors definitions.
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Expects pair of tiles.
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width of the generated map
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height of the generated map
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Random seed used for procedural generation.
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Extra arguments to be passed to the procedural generation.
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Maximum number of convex hulls to generate, by default 16
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Resolution of the voxel grid, by default 4000
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Minimum volume percent error allowed, by default 1
max_recursion_depth : int, optional
Maximum recursion depth, by default 10
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Shrink wrap, by default True
fill_mode : str, optional
Fill mode, by default \u201CFLOOD_FILL\u201D
max_num_vertices_per_hull : int, optional
Maximum number of vertices per hull, by default 64
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Async ACD, by default True
min_edge_length : int, optional
Minimum edge length, by default 2
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Map to procedurally generate from.
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Map to show as it is.
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Tiles for procedural generation when using generation from tiles and neighbors definitions.
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Expects pair of tiles.
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sampling weights for each of the tiles
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width of the generated map
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height of the generated map
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Indicates whether procedural generation mesh should be generated in simenv or not.
When it\u2019s true, we just return the map returned by the algorithm without
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Created for the purpose of optimizing certain environments such as XLand.
seed: int
Random seed used for procedural generation.
algorithm_args: dict
Extra arguments to be passed to the procedural generation.
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