Source code for isaaclab.sim.spawners.materials.physics_materials_cfg

# Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md).
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause

from __future__ import annotations

from collections.abc import Callable
from dataclasses import MISSING
from typing import Literal

from isaaclab.utils import configclass


[docs] @configclass class PhysicsMaterialCfg: """Configuration parameters for creating a physics material. Physics material are PhysX schemas that can be applied to a USD material prim to define the physical properties related to the material. For example, the friction coefficient, restitution coefficient, etc. For more information on physics material, please refer to the `PhysX documentation <https://nvidia-omniverse.github.io/PhysX/physx/5.4.1/_api_build/classPxBaseMaterial.html>`__. """ func: Callable = MISSING """Function to use for creating the material."""
[docs] @configclass class RigidBodyMaterialCfg(PhysicsMaterialCfg): """Physics material parameters for rigid bodies. See :meth:`spawn_rigid_body_material` for more information. """ func: Callable | str = "{DIR}.physics_materials:spawn_rigid_body_material" static_friction: float = 0.5 """The static friction coefficient. Defaults to 0.5.""" dynamic_friction: float = 0.5 """The dynamic friction coefficient. Defaults to 0.5.""" restitution: float = 0.0 """The restitution coefficient. Defaults to 0.0.""" friction_combine_mode: Literal["average", "min", "multiply", "max"] = "average" """Determines the way friction will be combined during collisions. Defaults to `"average"`. .. attention:: When two physics materials with different combine modes collide, the combine mode with the higher priority will be used. The priority order is provided `here <https://nvidia-omniverse.github.io/PhysX/physx/5.4.1/_api_build/structPxCombineMode.html>`__. """ restitution_combine_mode: Literal["average", "min", "multiply", "max"] = "average" """Determines the way restitution coefficient will be combined during collisions. Defaults to `"average"`. .. attention:: When two physics materials with different combine modes collide, the combine mode with the higher priority will be used. The priority order is provided `here <https://nvidia-omniverse.github.io/PhysX/physx/5.4.1/_api_build/structPxCombineMode.html>`__. """ compliant_contact_stiffness: float = 0.0 """Spring stiffness for a compliant contact model using implicit springs. Defaults to 0.0. A higher stiffness results in behavior closer to a rigid contact. The compliant contact model is only enabled if the stiffness is larger than 0. """ compliant_contact_damping: float = 0.0 """Damping coefficient for a compliant contact model using implicit springs. Defaults to 0.0. Irrelevant if compliant contacts are disabled when :obj:`compliant_contact_stiffness` is set to zero and rigid contacts are active. """