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19 changes: 9 additions & 10 deletions source/user_guide/getting_started/beyond_rigid_bodies.md
Original file line number Diff line number Diff line change
Expand Up @@ -78,7 +78,7 @@ Once you run this successfully, you will see the water drops and spreads over th

You can get the real-time particle positions by:
```
particles = liquid.get_particles()
particles = liquid.get_particles_pos()
```

**Changing the liquid properties:** You can also play with the physical properties of the liquid. For example, you can increase its viscosity (`mu`) and surface tension (`gamma`):
Expand Down Expand Up @@ -139,7 +139,7 @@ for i in range(horizon):
scene.step()

# get particle positions
particles = liquid.get_particles()
particles = liquid.get_particles_pos()
```

## Deformable object simulation using MPM Solver <a id="mpm"></a>
Expand Down Expand Up @@ -273,7 +273,7 @@ cloth_1 = scene.add_entity(
morph=gs.morphs.Mesh(
file='meshes/cloth.obj',
scale=2.0,
pos=(0, 0, 0.5),
pos=(0, 0, 0.5),
euler=(0.0, 0, 0.0),
),
surface=gs.surfaces.Default(
Expand All @@ -287,7 +287,7 @@ cloth_2 = scene.add_entity(
morph=gs.morphs.Mesh(
file='meshes/cloth.obj',
scale=2.0,
pos=(0, 0, 1.0),
pos=(0, 0, 1.0),
euler=(0.0, 0, 0.0),
),
surface=gs.surfaces.Default(
Expand All @@ -303,12 +303,11 @@ scene.build()
Then, let's fix the corners (particles) we want. To do this, we provide a handy tool to locate a particle using a location in the cartesian space:
```python

cloth_1.fix_particle(cloth_1.find_closest_particle((-1, -1, 1.0)))
cloth_1.fix_particle(cloth_1.find_closest_particle((1, 1, 1.0)))
cloth_1.fix_particle(cloth_1.find_closest_particle((-1, 1, 1.0)))
cloth_1.fix_particle(cloth_1.find_closest_particle((1, -1, 1.0)))

cloth_2.fix_particle(cloth_2.find_closest_particle((-1, -1, 1.0)))
cloth_1.fix_particles(cloth_1.find_closest_particle((-1, -1, 1.0)))
cloth_1.fix_particles(cloth_1.find_closest_particle((1, 1, 1.0)))
cloth_1.fix_particles(cloth_1.find_closest_particle((-1, 1, 1.0)))
cloth_1.fix_particles(cloth_1.find_closest_particle((1, -1, 1.0)))
cloth_2.fix_particles(cloth_2.find_closest_particle((-1, -1, 1.0)))

horizon = 1000
for i in range(horizon):
Expand Down
8 changes: 4 additions & 4 deletions source/user_guide/getting_started/sensors.md
Original file line number Diff line number Diff line change
Expand Up @@ -89,8 +89,8 @@ imu = scene.add_sensor(
link_idx_local=end_effector.idx_local,
pos_offset=(0.0, 0.0, 0.15),
# sensor characteristics
acc_axes_skew=(0.0, 0.01, 0.02),
gyro_axes_skew=(0.03, 0.04, 0.05),
acc_cross_axis_coupling=(0.0, 0.01, 0.02),
gyro_cross_axis_coupling=(0.03, 0.04, 0.05),
acc_noise=(0.01, 0.01, 0.01),
gyro_noise=(0.01, 0.01, 0.01),
acc_random_walk=(0.001, 0.001, 0.001),
Expand All @@ -105,7 +105,7 @@ imu = scene.add_sensor(

The `gs.sensors.IMU` constructor has options to configure the following sensor characteristics:
- `pos_offset` specifies the sensor's position relative to the link frame
- `acc_axes_skew` and `gyro_axes_skew` simulate sensor misalignment
- `acc_cross_axis_coupling` and `gyro_cross_axis_coupling` simulate sensor misalignment
- `acc_noise` and `gyro_noise` add Gaussian noise to measurements
- `acc_random_walk` and `gyro_random_walk` simulate gradual sensor drift over time
- `delay` and `jitter` introduce timing realism
Expand Down Expand Up @@ -204,7 +204,7 @@ depth_camera = scene.add_sensor(
...

lidar.read() # returns a NamedTuple containing points and distances
depth_camera.read_image() # returns tensor of distances as shape (height, width)
depth_camera.read_image() # returns tensor of distances as shape (height, width)

```

Expand Down