Hugging Face's logo
Join the Hugging Face community

and get access to the augmented documentation experience

to get started

Rigid Bodies

class simulate.RigidBodyComponent

< >

( name: typing.Optional[str] = None mass: typing.Optional[float] = None center_of_mass: typing.Optional[typing.List[float]] = None inertia_tensor: typing.Optional[typing.List[float]] = None linear_drag: typing.Optional[float] = None angular_drag: typing.Optional[float] = None constraints: typing.Optional[typing.List[str]] = None use_gravity: typing.Optional[bool] = None collision_detection: typing.Optional[str] = None kinematic: typing.Optional[bool] = None )


  • name (string, optional, defaults to None) — The user-defined name of this material.
  • mass (float, optional, defaults to 1.0) — Mass of the rigidbody.
  • center_of_mass (List[float], optional, defaults to [0.0, 0.0, 0.0]) — Center of mass of the rigidbody.
  • inertia_tensor (List[float], optional, defaults to None) — Inertia tensor of the rigidbody.
  • linear_drag (float, optional, defaults to 0.0) — Linear drag of the rigidbody.
  • angular_drag (float, optional, defaults to 0.0) — Angular drag of the rigidbody.
  • constraints (List[str], optional, defaults to []) — List of constraints to apply to the rigidbody, selected in: [ “freeze_position_x”, “freeze_position_y”, “freeze_position_z”, “freeze_rotation_x”, “freeze_rotation_y”, “freeze_rotation_z”, ]
  • use_gravity (bool, optional, defaults to True) — Whether the rigidbody should ignore gravity.
  • collision_detection (str, optional, defaults to "discrete") — Whether to use discrete or continuous collision detection, for slower but more precise collision detection (recommended for small but fast-moving objects).
  • kinematic (bool, optional, defaults to False) — Set to True to ignore force collisions and treat the rigidbody as a fix/static object. Equivalent to isKinematic in Unity, custom_integrator in Godot and a mass = 0 in Bullet.

A rigid body characteristics that can be added to a primitive.