Buckets:
| 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.$$scope)},[O,h,F,w,L,S]}class ci extends Xa{constructor(u){super();qa(this,u,di,li,Ya,{anchor:0})}}function mi(C){let u,x,L,w,O;return w=new ri({props:{code:`# create a 5x5 mesh grid | |
| xrng = np.arange(-2, 3, dtype=np.float32) | |
| zrng = np.arange(-2, 3, dtype=np.float32) | |
| x, z = np.meshgrid(xrng, zrng) | |
| # let's make the y-axis a sort of cone | |
| y = 1. / np.sqrt(x*x + z*z + 0.1) | |
| asset = sm.StructuredGrid(x, y, z)`,highlighted:`<span class="hljs-comment"># create a 5x5 mesh grid</span> | |
| xrng = np.arange(-<span class="hljs-number">2</span>, <span class="hljs-number">3</span>, dtype=np.float32) | |
| zrng = np.arange(-<span class="hljs-number">2</span>, <span class="hljs-number">3</span>, dtype=np.float32) | |
| x, z = np.meshgrid(xrng, zrng) | |
| <span class="hljs-comment"># let's make the y-axis a sort of cone</span> | |
| y = <span class="hljs-number">1.</span> / np.sqrt(x*x + z*z + <span class="hljs-number">0.1</span>) | |
| asset = sm.StructuredGrid(x, y, z)`}}),{c(){u=n("p"),x=m("Examples:"),L=r(),_(w.$$.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) — | |
| 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) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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> — 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>“uv”</em>) — | |
| One of ‘uv’ for a UV-sphere or ‘ico’ 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>“uv”</em>) — | |
| One of ‘uv’ for a UV-sphere or ‘ico’ 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| Specify the bounding box of the cube as either:<ul> | |
| <li>a list of 6 floats:(xMin, xMax, yMin, yMax, zMin, zMax) | |
| => bounds are <code>(xMin, xMax, yMin, yMax, zMin, zMax)</code></li> | |
| <li>a list of 3 floats: xSize, ySize, zSize | |
| => bounds are <code>(-xSize/2, xSize/2, ySize/2, ySize/2, -zSize/2, zSize/2)</code><ul> | |
| <li>a single float: size | |
| => 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| 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>) — | |
| Children of the structured grid.`,name:"children"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1491"}}),se=new ci({props:{anchor:"simulate.StructuredGrid.example",$$slots:{default:[mi]},$$scope:{ctx:C}}}),ke=new $({props:{name:"class simulate.ProcGenGrid",anchor:"simulate.ProcGenGrid",parameters:[{name:"sample_map",val:": typing.Union[numpy.ndarray, typing.List[typing.List[typing.List[int]]]] = None"},{name:"specific_map",val:": typing.Union[numpy.ndarray, typing.List[typing.List[typing.List[int]]]] = None"},{name:"tiles",val:": typing.Optional[typing.List] = None"},{name:"neighbors",val:": typing.Optional[typing.List] = None"},{name:"symmetries",val:": typing.Optional[typing.List] = None"},{name:"weights",val:": typing.Optional[typing.List] = None"},{name:"width",val:": int = 9"},{name:"height",val:": int = 9"},{name:"shallow",val:": bool = False"},{name:"algorithm_args",val:": typing.Optional[dict] = None"},{name:"seed",val:": int = None"},{name:"name",val:": typing.Optional[str] = None"},{name:"is_actor",val:": bool = False"},{name:"position",val:": typing.Optional[typing.List[float]] = None"},{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:"verbose",val:": bool = False"},{name:"**kwargs",val:": typing.Any"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1577"}}),We=new Ze({}),Ie=new Ze({}),Ue=new $({props:{name:"generate_3D",anchor:"simulate.ProcGenGrid.generate_3D",parameters:[{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:"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"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1716"}}),Ve=new $({props:{name:"class simulate.ProcGenPrimsMaze3D",anchor:"simulate.ProcGenPrimsMaze3D",parameters:[{name:"width",val:": int"},{name:"depth",val:": int"},{name:"name",val:": typing.Optional[str] = None"},{name:"wall_keep_prob",val:": float = 0.5"},{name:"wall_material",val:": typing.Optional[simulate.assets.material.Material] = None"},{name:"**kwargs",val:": typing.Any"}],source:"https://github.com/huggingface/simulate/blob/main/src/simulate/assets/object.py#L1746"}}),{c(){u=n("meta"),x=r(),L=n("h1"),w=n("a"),O=n("span"),_(h.$$.fragment),F=r(),S=n("span"),T=m("Objects"),M=r(),A=n("p"),N=m("The base object class is "),P=n("code"),He=m("Object3D"),Xe=m("."),St=r(),E=n("div"),_(fe.$$.fragment),Ao=r(),Qe=n("p"),Do=m("Create a 3D Object."),Oo=r(),j=n("div"),_(_e.$$.fragment),Po=r(),Ke=n("p"),Co=m("Build a collider from the mesh."),To=r(),ae=n("h2"),ie=n("a"),et=n("span"),_(ye.$$.fragment),Ro=r(),tt=n("span"),Eo=m("Parameters"),jo=r(),ot=n("p"),So=m(`max_convex_hulls : int, optional | |
| Maximum number of convex hulls to generate, by default 16 | |
| resolution : int, optional | |
| Resolution of the voxel grid, by default 4000 | |
| minimum_volume_percent_error_allowed : float, optional | |
| Minimum volume percent error allowed, by default 1 | |
| max_recursion_depth : int, optional | |
| Maximum recursion depth, by default 10 | |
| shrink_wrap : bool, optional | |
| Shrink wrap, by default True | |
| fill_mode : str, optional | |
| Fill mode, by default \u201CFLOOD_FILL\u201D | |
| max_num_vertices_per_hull : int, optional | |
| Maximum number of vertices per hull, by default 64 | |
| async_ACD : bool, optional | |
| Async ACD, by default True | |
| min_edge_length : int, optional | |
| Minimum edge length, by default 2 | |
| find_best_plane : bool, optional | |
| Find best plane, by default False`),zo=r(),I=n("div"),_(be.$$.fragment),ko=r(),nt=n("p"),Wo=m("Copy an Object3D node in a new (returned) object."),Mo=r(),at=n("p"),Io=m(`By default, mesh and materials are copied in respectively new mesh and material. | |
| \u2018share_material\u2019 and \u2018share_mesh\u2019 can be set to True to share mesh and/or material | |
| between original and copy instead of creating new one.`),zt=r(),U=n("h2"),re=n("a"),it=n("span"),_(ve.$$.fragment),Uo=r(),rt=n("span"),Go=m("Other included objects"),kt=r(),G=n("div"),_(we.$$.fragment),Vo=r(),st=n("p"),Bo=m("Create a plane."),Wt=r(),V=n("div"),_(xe.$$.fragment),Ho=r(),lt=n("p"),Xo=m("Create a Sphere"),Mt=r(),B=n("div"),_(Ne.$$.fragment),qo=r(),dt=n("p"),Yo=m("A capsule (a cylinder with hemispheric ends)."),It=r(),H=n("div"),_($e.$$.fragment),Jo=r(),ct=n("p"),Zo=m("Create the surface of a cylinder."),Ut=r(),X=n("div"),_(Le.$$.fragment),Qo=r(),mt=n("p"),Ko=m("Create a box with solid faces for the given bounds."),Gt=r(),q=n("div"),_(Fe.$$.fragment),en=r(),pt=n("p"),tn=m("Create a cone."),Vt=r(),Y=n("div"),_(Ae.$$.fragment),on=r(),ht=n("p"),nn=m("Create a line."),Bt=r(),J=n("div"),_(De.$$.fragment),an=r(),ut=n("p"),rn=m("Create multiple lines."),Ht=r(),Z=n("div"),_(Oe.$$.fragment),sn=r(),gt=n("p"),ln=m("Create a tube that goes from point A to point B."),Xt=r(),Q=n("div"),_(Pe.$$.fragment),dn=r(),ft=n("p"),cn=m("Create a polygon."),qt=r(),K=n("div"),_(Ce.$$.fragment),mn=r(),_t=n("p"),pn=m("Create a regular polygon."),Yt=r(),z=n("div"),_(Te.$$.fragment),hn=r(),yt=n("p"),un=m("Create a polygonal disk with a hole in the center."),gn=r(),bt=n("p"),fn=m(`The disk has zero height. The user can specify the inner and outer | |
| radius of the disk, and the radial and circumferential resolution | |
| of the polygonal representation.`),Jt=r(),ee=n("div"),_(Re.$$.fragment),_n=r(),vt=n("p"),yn=m("Create 3D text from a string."),Zt=r(),te=n("div"),_(Ee.$$.fragment),bn=r(),wt=n("p"),vn=m("Create a triangle defined by 3 points."),Qt=r(),oe=n("div"),_(je.$$.fragment),wn=r(),xt=n("p"),xn=m("Create a rectangle defined by 4 points."),Kt=r(),ne=n("div"),_(Se.$$.fragment),Nn=r(),Nt=n("p"),$n=m("Create a single PolyData circle defined by radius in the XY plane."),eo=r(),k=n("div"),_(ze.$$.fragment),Ln=r(),$t=n("p"),Fn=m("Create a 3D grid (structured plane) defined by lists of X, Y and Z positions of points."),An=r(),_(se.$$.fragment),to=r(),D=n("div"),_(ke.$$.fragment),Dn=r(),Lt=n("p"),On=m(`Create a procedural generated 3D grid (structured plane) from | |
| tiles / previous map.`),Pn=r(),le=n("h2"),de=n("a"),Ft=n("span"),_(We.$$.fragment),Cn=r(),At=n("span"),Tn=m("Parameters"),Rn=r(),Dt=n("p"),En=m(`sample_map : np.ndarray or python list of lists of floats | |
| Map to procedurally generate from. | |
| specific_map: np.ndarray or python list of lists of floats | |
| Map to show as it is. | |
| tiles : list of tiles | |
| Tiles for procedural generation when using generation from tiles and neighbors definitions. | |
| Tiles must be NxN np.ndarray that define height maps. In the future, we plan to support | |
| more generic tiles. | |
| neighbors: list of available neighbors for each tile | |
| Expects pair of tiles. | |
| symmetries: list of char | |
| Expects a list of symmetry definitions. If passed, you must define a symmetry for each tile. | |
| Possible symmetries are \u201CX\u201D, \u201CI\u201D / \u201D/\u201D, \u201CT\u201D / \u201CL\u201D, another character, and each character defines | |
| the tile with the same level of symmetry as the character:`),jn=r(),W=n("ul"),Ot=n("li"),Sn=m("X: has symmetry in all ways. So it has 1 different format."),zn=r(),Me=n("li"),kn=m("I / "),Pt=n("code"),Wn=m("/"),Mn=m(": when rotated, it\u2019s different from the original tile. Has 2 different formats."),In=r(),Ct=n("li"),Un=m("T / L: Has 4 different formats."),Gn=r(),Tt=n("li"),Vn=m(`other characters: the algorithm supposes it has 8 different formats. | |
| weights: list of floats | |
| sampling weights for each of the tiles | |
| width: int | |
| width of the generated map | |
| height: int | |
| height of the generated map | |
| shallow: bool | |
| 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 | |
| actually creating the mesh in simenv. | |
| 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. | |
| Returns`),Bn=r(),Hn=n("hr"),Xn=r(),ce=n("h2"),me=n("a"),Rt=n("span"),_(Ie.$$.fragment),qn=r(),Et=n("span"),Yn=m("Examples"),Jn=r(),pe=n("div"),_(Ue.$$.fragment),Zn=r(),jt=n("p"),Qn=m("Function for creating the mesh in case the creation of map was shallow."),oo=r(),Ge=n("div"),_(Ve.$$.fragment),this.h()},l(e){const l=ai('[data-svelte="svelte-1phssyn"]',document.head);u=a(l,"META",{name:!0,content:!0}),l.forEach(o),x=s(e),L=a(e,"H1",{class:!0});var Be=i(L);w=a(Be,"A",{id:!0,class:!0,href:!0});var Kn=i(w);O=a(Kn,"SPAN",{});var ea=i(O);y(h.$$.fragment,ea),ea.forEach(o),Kn.forEach(o),F=s(Be),S=a(Be,"SPAN",{});var ta=i(S);T=p(ta,"Objects"),ta.forEach(o),Be.forEach(o),M=s(e),A=a(e,"P",{});var ao=i(A);N=p(ao,"The base object class is "),P=a(ao,"CODE",{});var oa=i(P);He=p(oa,"Object3D"),oa.forEach(o),Xe=p(ao,"."),ao.forEach(o),St=s(e),E=a(e,"DIV",{class:!0});var he=i(E);y(fe.$$.fragment,he),Ao=s(he),Qe=a(he,"P",{});var na=i(Qe);Do=p(na,"Create a 3D Object."),na.forEach(o),Oo=s(he),j=a(he,"DIV",{class:!0});var ue=i(j);y(_e.$$.fragment,ue),Po=s(ue),Ke=a(ue,"P",{});var aa=i(Ke);Co=p(aa,"Build a collider from the mesh."),aa.forEach(o),To=s(ue),ae=a(ue,"H2",{class:!0});var io=i(ae);ie=a(io,"A",{id:!0,class:!0,href:!0});var ia=i(ie);et=a(ia,"SPAN",{});var ra=i(et);y(ye.$$.fragment,ra),ra.forEach(o),ia.forEach(o),Ro=s(io),tt=a(io,"SPAN",{});var sa=i(tt);Eo=p(sa,"Parameters"),sa.forEach(o),io.forEach(o),jo=s(ue),ot=a(ue,"P",{});var la=i(ot);So=p(la,`max_convex_hulls : int, optional | |
| Maximum number of convex hulls to generate, by default 16 | |
| resolution : int, optional | |
| Resolution of the voxel grid, by default 4000 | |
| minimum_volume_percent_error_allowed : float, optional | |
| Minimum volume percent error allowed, by default 1 | |
| max_recursion_depth : int, optional | |
| Maximum recursion depth, by default 10 | |
| shrink_wrap : bool, optional | |
| 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 | |
| async_ACD : bool, optional | |
| Async ACD, by default True | |
| min_edge_length : int, optional | |
| Minimum edge length, by default 2 | |
| find_best_plane : bool, optional | |
| Find best plane, by default False`),la.forEach(o),ue.forEach(o),zo=s(he),I=a(he,"DIV",{class:!0});var qe=i(I);y(be.$$.fragment,qe),ko=s(qe),nt=a(qe,"P",{});var da=i(nt);Wo=p(da,"Copy an Object3D node in a new (returned) object."),da.forEach(o),Mo=s(qe),at=a(qe,"P",{});var ca=i(at);Io=p(ca,`By default, mesh and materials are copied in respectively new mesh and material. | |
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| radius of the disk, and the radial and circumferential resolution | |
| of the polygonal representation.`),Fa.forEach(o),Ye.forEach(o),Jt=s(e),ee=a(e,"DIV",{class:!0});var bo=i(ee);y(Re.$$.fragment,bo),_n=s(bo),vt=a(bo,"P",{});var Aa=i(vt);yn=p(Aa,"Create 3D text from a string."),Aa.forEach(o),bo.forEach(o),Zt=s(e),te=a(e,"DIV",{class:!0});var vo=i(te);y(Ee.$$.fragment,vo),bn=s(vo),wt=a(vo,"P",{});var Da=i(wt);vn=p(Da,"Create a triangle defined by 3 points."),Da.forEach(o),vo.forEach(o),Qt=s(e),oe=a(e,"DIV",{class:!0});var wo=i(oe);y(je.$$.fragment,wo),wn=s(wo),xt=a(wo,"P",{});var Oa=i(xt);xn=p(Oa,"Create a rectangle defined by 4 points."),Oa.forEach(o),wo.forEach(o),Kt=s(e),ne=a(e,"DIV",{class:!0});var xo=i(ne);y(Se.$$.fragment,xo),Nn=s(xo),Nt=a(xo,"P",{});var Pa=i(Nt);$n=p(Pa,"Create a single PolyData circle defined by radius in the XY plane."),Pa.forEach(o),xo.forEach(o),eo=s(e),k=a(e,"DIV",{class:!0});var Je=i(k);y(ze.$$.fragment,Je),Ln=s(Je),$t=a(Je,"P",{});var Ca=i($t);Fn=p(Ca,"Create a 3D grid (structured plane) defined by lists of X, Y and Z positions of points."),Ca.forEach(o),An=s(Je),y(se.$$.fragment,Je),Je.forEach(o),to=s(e),D=a(e,"DIV",{class:!0});var R=i(D);y(ke.$$.fragment,R),Dn=s(R),Lt=a(R,"P",{});var Ta=i(Lt);On=p(Ta,`Create a procedural generated 3D grid (structured plane) from | |
| tiles / previous map.`),Ta.forEach(o),Pn=s(R),le=a(R,"H2",{class:!0});var No=i(le);de=a(No,"A",{id:!0,class:!0,href:!0});var Ra=i(de);Ft=a(Ra,"SPAN",{});var Ea=i(Ft);y(We.$$.fragment,Ea),Ea.forEach(o),Ra.forEach(o),Cn=s(No),At=a(No,"SPAN",{});var ja=i(At);Tn=p(ja,"Parameters"),ja.forEach(o),No.forEach(o),Rn=s(R),Dt=a(R,"P",{});var Sa=i(Dt);En=p(Sa,`sample_map : np.ndarray or python list of lists of floats | |
| Map to procedurally generate from. | |
| specific_map: np.ndarray or python list of lists of floats | |
| Map to show as it is. | |
| tiles : list of tiles | |
| Tiles for procedural generation when using generation from tiles and neighbors definitions. | |
| Tiles must be NxN np.ndarray that define height maps. In the future, we plan to support | |
| more generic tiles. | |
| neighbors: list of available neighbors for each tile | |
| Expects pair of tiles. | |
| symmetries: list of char | |
| Expects a list of symmetry definitions. If passed, you must define a symmetry for each tile. | |
| Possible symmetries are \u201CX\u201D, \u201CI\u201D / \u201D/\u201D, \u201CT\u201D / \u201CL\u201D, another character, and each character defines | |
| the tile with the same level of symmetry as the character:`),Sa.forEach(o),jn=s(R),W=a(R,"UL",{});var ge=i(W);Ot=a(ge,"LI",{});var za=i(Ot);Sn=p(za,"X: has symmetry in all ways. So it has 1 different format."),za.forEach(o),zn=s(ge),Me=a(ge,"LI",{});var $o=i(Me);kn=p($o,"I / "),Pt=a($o,"CODE",{});var ka=i(Pt);Wn=p(ka,"/"),ka.forEach(o),Mn=p($o,": when rotated, it\u2019s different from the original tile. Has 2 different formats."),$o.forEach(o),In=s(ge),Ct=a(ge,"LI",{});var Wa=i(Ct);Un=p(Wa,"T / L: Has 4 different formats."),Wa.forEach(o),Gn=s(ge),Tt=a(ge,"LI",{});var Ma=i(Tt);Vn=p(Ma,`other characters: the algorithm supposes it has 8 different formats. | |
| weights: list of floats | |
| sampling weights for each of the tiles | |
| width: int | |
| width of the generated map | |
| height: int | |
| height of the generated map | |
| shallow: bool | |
| 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 | |
| actually creating the mesh in simenv. | |
| 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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