class
ObjectAn instantiated mesh with associated pose and other instance properties.
Contents
- Reference
Methods
Special methods
Properties
- angular_velocity: at::Tensor get set
- Angular velocity in rad/s (in global frame).
- casts_shadows: bool get set
- Enable/disable shadow casting (default True).
- density: float get set
- Density of the object in kg / m^3.
- dynamic_friction: float get set
- Dynamic friction coefficient (should be in range 0-1).
- inertia: at::Tensor get
- Inertia around the axes of the inertial frame (see inertial_frame).
- inertial_frame: at::Tensor get
- Inertial frame. The center of mass is at the origin in the intertial frame, and its axes are aligned with the principal axes of inertia (see inertia).
- instance_index: int get set
- Instance index for training semantic segmentation. This is automatically set by Scene.add_object() but can also be set manually. A manual assignment always takes precedence.
- linear_velocity: at::Tensor get set
- Linear velocity in m/s (in global frame).
- linear_velocity_limit: float get set
- Linear velocity limit in m/s.
- mass: float get set
- Mass of the object in kg.
- mesh: Mesh get
- The associated Mesh instance.
- metallic: float get set
- Metallic parameter for PBR shading (0-1).
- restitution: float get set
- Coefficient of restitution. A coefficient of 0 makes the object bounce as little as possible, higher values up to 1.0 result in more bounce.
- roughness: float get set
- Roughness parameter for PBR shading (0-1).
- separation: float get
- After physics simulation, this contains the minimum separation of this object to other objects in the scene. If the separation is negative, the two objects intersect.
- shininess: float get set
- Shininess parameter for Phong shading. Low values result in very spread out specular highlights, high values in very small, sharp highlights. Default value is 80 (pretty sharp).
- specular_color: at::Tensor get set
- Specular color for Phong shading. This is multiplied with the calculated specular intensity. Set to white for a fully-specular object, set to black for a fully diffuse object.
- static: bool get set
- If set to true, the object is marked as static for physics simulation. This is a good choice for containers or supporting planes.
- static_friction: float get set
- Static friction coefficient (should be in range 0-1).
- sticker_range: at::Tensor get set
- Sticker range.
- sticker_rotation: at::Tensor get set
- Sticker rotation quaternion.
- sticker_texture: Texture get set
- Sticker texture.
- volume: float get
- Volume of the object in m^3.
Method documentation
def stillleben. Object. pose(self, /) -> at::Tensor
Pose matrix. This 4x4 matrix transforms object points to global points.
Note: This is implemented as separate getter/setter methods since in-place operations on the returned pose do not work.
def stillleben. Object. set_pose(self,
pose: at::Tensor) -> None
Pose matrix. This 4x4 matrix transforms object points to global points.
Note: This is implemented as separate getter/setter methods since in-place operations on the returned pose do not work.
obj = Object(Mesh("mesh.gltf")) p = obj.pose() p[:3,3] = torch.tensor([0, 1, 0]) obj.set_pose(p)
Property documentation
stillleben. Object. inertial_frame: at::Tensor get
Inertial frame. The center of mass is at the origin in the intertial frame, and its axes are aligned with the principal axes of inertia (see inertia).
The pose is given relative to the object's coordinate system.
stillleben. Object. metallic: float get set
Metallic parameter for PBR shading (0-1).
A negative value (default) means that the metallic parameter of the mesh is used.
stillleben. Object. roughness: float get set
Roughness parameter for PBR shading (0-1).
A negative value (default) means that the roughness parameter of the mesh is used.
stillleben. Object. separation: float get
After physics simulation, this contains the minimum separation of this object to other objects in the scene. If the separation is negative, the two objects intersect.