Python API
World
An Elodin simulation begins with a World object. The World object is the root of the simulation hierarchy and provides methods for composing
and running the simulation. The World object also provides helper methods for displaying entities and graphs in the editor.
class elodin.World
The Elodin simulation world.
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__init__()-> elodin.WorldCreate a new world object.
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spawn(archetypes, name)-> elodin.EntityIdSpawn a new entity with the given archetypes and name.
archetypes: one or many Archetypes,name: optional name of the entity
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insert(id, archetypes)-> NoneInsert archetypes into an existing entity.
id: elodin.EntityId, the id of the entity to insert into.archetypes: one or many Archetypes
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insert_asset(asset)-> handle referenceInsert a 3D asset into the world.
assetelodin.Mesh | elodin.Material : the asset to insert, allows for loading the mesh once and using it in multiple shapes.
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shape(mesh, material)-> elodin.ShapeCreate a shape as an Elodin Shape Archetype.
mesh: the mesh of the shape,material: the material of the shape
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glb(url)-> elodin.SceneLoad a GLB asset as an Elodin Scene Archetype.
url: the URL or filepath of the GLB asset
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run(system, sim_time_step, run_time_step, default_playback_speed, max_ticks, optimize)-> NoneRun the simulation.
system: elodin.System, the systems to run, can be supplied as a list of systems delineated by pipes.sim_time_step:float, optional, the amount of simulated time between each tick, defaults to1 / 120.0.run_time_step:float | None, optional, the amount of real time between each tick. By default it isNoneand runs at max speed. For real-time playback set to same value assim_time_step.default_playback_speed:float, optional, the default playback speed of the Elodin client when running this simulation, defaults to 1.0 (real-time).max_ticks:integer, optional, the maximum number of ticks to run the simulation for before stopping.optimize:bool, optional flag to enable runtime optimizations for the simulation code, defaults toFalse. If optimizations are enabled, the simulation will start slower but run faster.
class elodin.EntityId
Integer reference identifier for entities in Elodin.
class elodin.Panel
A configuration object for creating a panel view in the Elodin Client UI.
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Panel.viewport(track_entity, track_rotation, fov, active, pos, looking_at, show_grid, hdr, name)-> elodin.PanelCreate a viewport panel.
track_entity: elodin.EntityId, optional, the entity to track.track_rotation:boolean, whether to track the rotation of the entity, defaults toTrue.fov:float, the field of view of the camera, defaults to45.0.active:boolean, whether the panel is active, defaults toFalse.pos:list, optional, the position of the camera.looking_at:list, optional, the point the camera is looking at.show_grid:boolean, whether to show the grid, defaults toFalse.hdr:boolean, whether to use HDR rendering, defaults toFalse.name:string, optional, the name of the panel.
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Panel.graph(*entities, name)-> elodin.PanelCreate a graph panel.
*entities: Sequence of elodin.GraphEntity objects to include in the graph.name:string, optional, the name of the panel.
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Panel.vsplit(*panels, active)-> elodin.PanelCreate a vertical split panel.
*panels: Sequence of elodin.Panel objects to vertically split across.active:boolean, whether the panel is active, defaults toFalse.
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Panel.hsplit(*panels, active)-> elodin.PanelCreate a horizontal split panel.
*panels: Sequence of elodin.Panel objects to horizontally split across.active:boolean, whether the panel is active, defaults toFalse.
class elodin.GraphEntity
A configuration object for creating a graph entity in the Elodin Client UI.
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__init__(entity_id, *components)-> elodin.GraphEntityCreate a graph entity.
entity_id: elodin.EntityId, the entity to graph.*components: Sequence ofelodin.ShapeIndexerindexes of components to graph.
class elodin.Mesh
A built in class for creating basic 3D meshes.
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Mesh.cuboid(x: float, y: float, z: float)-> elodin.MeshCreate a cuboid mesh with dimensions
x,y, andz. -
Mesh.sphere(radius: float)-> elodin.MeshCreate a sphere mesh with radius
radius.
class elodin.Material
A built in class for creating basic 3D materials.
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Material.color(r: float, g: float, b: float)-> elodin.MaterialCreate a material with RGB color values.
class elodin.Shape
Shape describes a basic entity for rendering 3D assets in Elodin.
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__init__(mesh, material)-> elodin.ShapeCreate a shape archetype initialized to the provided mesh and material.
mesh: handle reference returned fromWorld.insert_asset()using the elodin.Mesh class.material: handle reference returned fromWorld.insert_asset()using the elodin.Material class.
class elodin.Scene
Scene describes a complex scene entity loaded from a glb file.
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__init__(glb)-> elodin.SceneCreate a scene from a loaded file.
glb: handle reference returned fromWorld.insert_asset()using theelodin.Glbclass.
Example
This example creates a simple simulation with a spinning cuboid body:
return +
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6 Degrees of Freedom Model
Elodin has a built-in 6 Degrees of Freedom (6DoF) system implementation for simulating rigid bodies, such as flight vehicles. You can review the implementation here. Using the associated elodin.Body archetype and prebuilt components, we can create a 6DoF system that aligns closely with this familiar model from Simulink.
function elodin.six_dof
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six_dof(time_step, sys, integrator)-> elodin.SystemCreate a system that models the 6DoF dynamics of a rigid body in 3D space. The provided set of systems can be integrated as effectors using the provided
integratorand simulated in a world with a giventime_step.time_step:float, The time step used when integrating a body's acceleration into its velocity and position. Defaults to thesim_time_stepprovided in World.run(...) if unsetsys: one or more elodin.System instances used as effectorsintegrator: elodin.Integrator, default isIntegrator.Rk4
class elodin.Integrator
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elodin.Integrator.Rk4-> elodin.IntegratorRunge-Kutta 4th Order (RK4) Integrator: Elodin provides a built-in implementation for a 4th order Runge-Kutta integrator. The RK4 integrator is a numerical method used to solve ordinary differential equations. You can review the implementation here.
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elodin.Integrator.SemiImplicit-> elodin.IntegratorSemi-Implicit Integrator: Elodin provides a built-in implementation for a semi-implicit Euler integrator. The semi-implicit integrator is a numerical method used to solve ordinary differential equations. You can review the implementation here.
class elodin.Body
Body is an archetype that represents the state of a rigid body with six degrees of freedom. It provides all of the spatial information necessary for the elodin.six_dof system
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__init__(world_pos, world_vel, inertia, force, world_accel)-> elodin.BodyCreate a body archetype initialized to the provided values.
world_pos: elodin.WorldPos, default is SpatialTransform()world_vel: elodin.WorldVel, default is SpatialMotion()inertia: elodin.Inertia, default is SpatialInertia(1.0)force: elodin.Force, default is SpatialForce()world_accel: elodin.WorldAccel, default is SpatialMotion()
Inertia is in body frame, all other representations are in the world frame.
class
elodin.WorldPosWorldPosis an annotated elodin.SpatialTransform component that represents the world frame position of a body in 3D space. See elodin.SpatialTransform for usage.class
elodin.WorldVelWorldVelis an annotated elodin.SpatialMotion component that represents the world frame velocity of a body in 3D space. See elodin.SpatialMotion for usage.class
elodin.InertiaInertiais an annotated elodin.SpatialInertia component that represents the body frame inertia of a body in 3D space. See elodin.SpatialInertia for usage.class
elodin.ForceForceis an annotated elodin.SpatialForce component that represents the world frame forces applied to a body in 3D space. See elodin.SpatialForce for usage.class
elodin.WorldAccelWorldAccelis an annotated elodin.SpatialMotion component that represents the world frame acceleration of a body. See elodin.SpatialMotion for usage.
Example
A simple example of a 6DoF system that models gravity acting on a rigid body in 3D space.
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You should never need to use the six_dof time_step parameter unless you need to simulate a sensor at a specific frequency different from the world simulation. This is an advanced feature and should be used with caution, and likely a symptom of needing to move your testing into your flight software & communicate with the simulation over Impel.
# lower frequency time step
= 1.0 / 60.0
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Components
Components are containers of data that is associated with an entity. See ECS Data Model for more context on entities and components.
To define a new component, add elodin.Component as metadata to a base class using typing.Annotated. The base class can be jax.Array or some other container of array data. This is an example of a component that annotates jax.Array:
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class elodin.Component
A container of component metadata.
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__init__(name, type = None, asset = False, metadata = {})-> elodin.ComponentCreate a new component with:
- Unique name (e.g. "world_pos, "inertia").
- Component type information (via elodin.ComponentType). This is optional if the base class already provides component type information as part of
__metadata__, which is the case for elodin.Quaternion, elodin.Edge, and all spatial vector algebra classes. - Flag indicating whether the component is an asset (e.g. a mesh, texture, etc.).
- Other metadata that is optional (e.g. description, units, labels, etc.).
,The above example defines a "wind" component that is a 3D vector of
float64values. The "element_names" entry is an example of optional metadata. It specifies the labels for each element of the vector that are displayed in the component inspector. -
Component.name(component)->stringThe unique name of the component.
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Component.index(component)->elodin.ShapeIndexerA shape indexer that can be used to access the component data.
class elodin.ComponentType
ComponentType describes the shape and data type of a component. The shape is a tuple of integers that specifies the size of each dimension (e.g. () for scalars, (3,) for 3D vectors). The data type is an elodin.PrimitiveType.
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__init__(dtype, shape)-> elodin.ComponentTypeCreate a component type from a data type and shape.
class elodin.Edge
An edge is a relationship between two entities. See elodin.GraphQuery for information on how to use edges in graph queries.
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__init__(left, right)-> elodin.EdgeCreate an edge between two entities given their unique ids.
Archetypes
An archetype is a combination of components with a unique name. To define a new archetype, create a subclass of elodin.Archetype with the desired components as fields. Here is an example of an archetype for a kalman filter:
To automatically generate __init__(), you can use the @dataclass decorator.
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The archetype can then be used to attach components to entities:
Systems
Systems are the building blocks of simulation; they are functions that operate on a set of input components and produce a set of output components. Elodin provides decorators that allow for systems to be easily defined from functions.
@elodin.system
This is a lower-level primitive; for many cases @elodin.map – a wrapper around @elodin.system – is easier to use.
This is a lower-level API for defining a system. A function decorated with @elodin.system accepts special parameter types (such as elodin.Query and elodin.GraphQuery) that specify what data the system needs access to. It returns an elodin.Query containing one or more components. Some examples of @elodin.system are:
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@elodin.map
Graph queries cannot be used with @elodin.map. Use @elodin.system instead.
This is a higher-level API for defining a system that reduces the boilerplate of @elodin.system by unpacking the input and output queries into individual components, and wrapping the body of the function in a query.map(ret_type, ...) call. It is useful for systems with simple data flow patterns. Some examples of @elodin.map are:
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The following systems are equivalent as the @elodin.map definition effectively desugars to the @elodin.system one:
return +
return
class elodin.Query
Query is the primary mechanism for accessing data in Elodin. It is a view into the world state that is filtered by the components specified in the query. Only entities that have been spawned with all of the query's components will be selected for processing. For example, the query Query[WorldPos, Inertia] would only select entities that have both a WorldPos and an Inertia component (typically via the Body archetype).
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map(ret_type, map_fn)-> elodin.QueryApply a function
map_fnto the query's components and return a new query with the specifiedret_typereturn type.map_fnshould be a function that takes the query's components as arguments and returns a single value of typeret_type.returnIn this example,
ret_typeisel.Forceandmap_fnis a lambda function with the signature(el.Force, el.Inertia) -> el.Force.To return multiple components as output,
ret_typemust be a tuple:return
class elodin.GraphQuery
GraphQuery is a special type of query for operating on edges in an entity graph. Edges represent relationships between entities and are fundamental for modeling physics systems such as gravity.
A GraphQuery requires exactly one type argument, which must be an annotated elodin.Edge component. For example, GraphQuery[GravityEdge] is a valid graph query if GravityEdge is a component with Edge as the base class:
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edge_fold(left_query, right_query, return_type, init_value, fold_fn)-> elodin.QueryFor each edge, query the left and right entity components using
left_queryandright_query, respectively. Then, apply thefold_fnfunction to those input components to compute thereturn_typeoutput component(s).The
return_typecomponent(s) must belong to the left entity of the edge.A single left entity may have edges to multiple right entities, but it can only hold a single value for each
return_typecomponent. So, thefold_fncomputations for each entity's edges must be accumulated into a single final value. To carry the intermediate results,fold_fntakes an "accumulator" value as the first argument. Its output is set as the accumulator value for the next iteration.init_valueis the initial value of the accumulator.edge_foldmakes no guarantees about the order in which edges are processed. For associative operators like+, the order the elements are combined in is not important, but for non-associative operators like-, the order will affect the final result.See the Three-Body Orbit Tutorial for a practical example of using
edge_foldto compute gravitational forces between entities.
Primitives
class elodin.PrimitiveType
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elodin.PrimitiveType.F64-> elodin.PrimitiveTypeA constant representing the 64-bit floating point data type.
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elodin.PrimitiveType.U64-> elodin.PrimitiveTypeA constant representing the 64-bit unsigned integer data type.
class elodin.Quaternion
Unit quaternions are used to represent spatial orientations and rotations of bodies in 3D space.
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Quaternion.identity()-> elodin.QuaternionCreate a unit quaternion with no rotation.
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Quaternion.from_axis_angle()-> elodin.QuaternionCreate a quaternion from an axis and an angle.
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inverse()-> elodin.QuaternionCompute the inverse of the quaternion.
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normalize()-> elodin.QuaternionNormalize to a unit quaternion.
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integrate_body(body_delta)-> elodin.QuaternionPerform quaternion integration in body-frame with angular velocity
body_delta, which must be a 3D vector. -
__add__(other)-> elodin.QuaternionAdd two quaternions.
Adding quaternions does not yield the composite rotation unless they are infinitesimal rotations, use multiplication instead.
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__mul__(other)-> elodin.QuaternionMultiply two quaternions.
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__matmul__(vector)-> jax.Array | elodin.SpatialTransform | elodin.SpatialMotion | elodin.SpatialForceRotate
vectorby computing the matrix product. The vector can be a plain jax.Array or one of the following spatial objects: elodin.SpatialTransform, elodin.SpatialMotion, elodin.SpatialForce. The return type is the same as the input type.
Spatial Vector Algebra
Elodin uses Featherstone’s spatial vector algebra notation for rigid-body dynamics as it is a compact way of representing the state of a rigid body with six degrees of freedom. You can read a short into here or in Rigid Body Dynamics Algorithms (Featherstone - 2008).
class elodin.SpatialTransform
A spatial transform is a 7D vector that represents a rigid body transformation in 3D space.
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__init__(arr, angular, linear)-> elodin.SpatialTransformCreate a spatial transform from either
arrorangularandlinear. If no arguments are provided, the spatial transform is initialized to the default values of the identity quaternion and the zero vector.arr: jax.Array with shape (7)angular: elodin.Quaternion, default isQuaternion.identity()linear: jax.Array with shape (3), default is[0, 0, 0]
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linear()-> jax.ArrayGet the linear part of the spatial transform as a vector with shape (3,).
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angular()-> elodin.QuaternionGet the angular part of the spatial transform as a quaternion.
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__add__(other)-> elodin.SpatialTransform | elodin.SpatialMotionAdd either a elodin.SpatialTransform or a elodin.SpatialMotion to the spatial transform. The return type is always a spatial transform.
class elodin.SpatialMotion
A spatial motion is a 6D vector that represents either the velocity or acceleration of a rigid body in 3D space.
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__init__(angular, linear)-> elodin.SpatialMotionCreate a spatial motion from an angular and a linear vector. Both arguments are optional and default to zero vectors.
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linear()-> jax.ArrayGet the linear part of the spatial motion as a vector with shape (3,).
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angular()-> jax.ArrayGet the angular part of the spatial motion as a vector with shape (3,).
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__add__(other)-> elodin.SpatialMotionAdd two spatial motions.
class elodin.SpatialForce
A spatial force is a 6D vector that represents the linear force and torque applied to a rigid body in 3D space.
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__init__(arr, torque, force)-> elodin.SpatialForceCreate a spatial force from either
arrortorqueandforce. If no arguments are provided, the spatial force is initialized to zero torque and force. -
force()-> jax.ArrayGet the linear force part of the spatial force as a vector with shape (3,).
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torque()-> jax.ArrayGet the torque part of the spatial force as a vector with shape (3,).
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__add__(other)-> elodin.SpatialForceAdd two spatial forces.
class elodin.SpatialInertia
A spatial inertia is a 7D vector that represents the mass, moment of inertia, and momentum of a rigid body in 3D space. The moment of inertia is represented in its diagonalized form of $[I_1, I_2, I_3]$.
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__init__(mass, inertia)-> elodin.SpatialInertiaCreate a spatial tensor inertia from a scalar mass and an optional inertia tensor diagonal with shape (3,). If the inertia tensor is not provided, it is set to the same value as the mass along all axes.
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mass()-> jax.ArrayGet the scalar mass of the spatial inertia.
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inertia_diag()-> jax.ArrayGet the inertia tensor diagonal of the spatial inertia with shape (3,).
Schematic Syntax for 3D Objects
When visualizing entities in the Elodin editor, you can define 3D objects using KDL schematic syntax. The object_3d declaration connects a visual representation to an entity's world_pos component.
Basic Shapes
Create basic geometric shapes with customizable dimensions and colors:
object_3d ball.world_pos {
sphere radius=0.2 {
color 25 50 255 // RGB values (0-255), optional alpha
}
}
object_3d box.world_pos {
box x=1.0 y=1.0 z=1.0 {
color 255 128 0
}
}
object_3d ground.world_pos {
plane width=20 depth=20 {
color 32 128 32
}
}
object_3d cylinder.world_pos {
cylinder radius=0.5 height=2.0 {
color 100 100 200
}
}
Ellipsoids with Dynamic Scaling
Create ellipsoids that can dynamically change size based on component values:
object_3d satellite.world_pos {
ellipsoid scale="(1, 1, 2)" {
color 200 200 0
}
}
The scale parameter accepts an EQL expression for dynamic sizing.
GLB Models
Load external 3D models from GLB files with optional transformations:
object_3d aircraft.world_pos {
glb path="f22.glb" scale=0.01 translate="(0, 0, 1.5)" rotate="(0, 90, 0)"
}
GLB Parameters:
path(required): Path or URL to the GLB filescale(optional): Uniform scale multiplier (default: 1.0)translate(optional): Translation offset as"(x, y, z)"tuple in meters (default: "(0, 0, 0)")rotate(optional): Rotation as"(x, y, z)"Euler angles in degrees (default: "(0, 0, 0)")
Example use cases:
Scale down a large model:
object_3d rocket.world_pos {
glb path="rocket.glb" scale=0.1
}
Offset model origin to center of mass:
object_3d drone.world_pos {
glb path="drone.glb" translate="(0, 0, -0.05)"
}
Rotate model to match simulation frame:
object_3d vehicle.world_pos {
glb path="car.glb" rotate="(0, 0, 180)"
}
Combine all transformations:
object_3d jet.world_pos {
glb path="jet.glb" scale=0.01 translate="(0, 0, 0.5)" rotate="(0, 90, 0)"
}
Notes:
- Transformations are applied in order: scale → rotate → translate
- Rotations use XYZ Euler order
- Coordinates are in the simulation's coordinate frame
- The parent entity's
world_posdetermines the base position, and these transformations are applied as offsets
EQL Viewport Formulas
When defining viewport positions in schematics, you can use EQL (Elodin Query Language) formulas to apply rotations and translations to entity positions. These formulas are chainable and operate on elodin.WorldPos (SpatialTransform) data.
Rotation Formulas
Rotation formulas modify the orientation quaternion of a spatial transform. All angles are specified in degrees.
Body-Frame Rotations
Body-frame rotations apply relative to the entity's local coordinate system (the axes rotate with the entity):
rotate_x(angle)- Rotate about the body X axis (roll)rotate_y(angle)- Rotate about the body Y axis (pitch)rotate_z(angle)- Rotate about the body Z axis (yaw)rotate(x, y, z)- Apply combined XYZ Euler rotations in order
Example - FPV camera rotated 90° right:
viewport name=FPVCamera pos="aircraft.world_pos.rotate_z(-90)" show_grid=#true
World-Frame Rotations
World-frame rotations apply relative to the world coordinate system (independent of entity orientation):
rotate_world_x(angle)- Rotate about the world X axisrotate_world_y(angle)- Rotate about the world Y axisrotate_world_z(angle)- Rotate about the world Z axisrotate_world(x, y, z)- Apply combined XYZ Euler rotations in world frame
Example - Camera tilted down 15° in world space:
viewport name=TopView pos="satellite.world_pos.rotate_world_y(-15)" look_at="earth.world_pos"
Translation Formulas
Translation formulas modify the position component of a spatial transform.
Body-Frame Translations
Body-frame translations move the camera relative to the entity's local axes (the offset direction rotates with the entity):
translate_x(distance)- Translate along body X axis (forward/back)translate_y(distance)- Translate along body Y axis (left/right)translate_z(distance)- Translate along body Z axis (up/down)translate(x, y, z)- Apply combined XYZ translation
Example - Camera 2m behind and 1m above in body frame:
viewport name=ChaseCamera pos="car.world_pos.translate_x(-2.0).translate_z(1.0)"
World-Frame Translations
World-frame translations move the camera in world coordinates (the offset stays fixed regardless of entity orientation):
translate_world_x(distance)- Translate along world X axis (East in ENU)translate_world_y(distance)- Translate along world Y axis (North in ENU)translate_world_z(distance)- Translate along world Z axis (Up in ENU)translate_world(x, y, z)- Apply combined XYZ translation
Example - Chase camera at fixed world offset:
viewport name=Viewport pos="drone.world_pos.translate_world(-5, -5, 3)" look_at="drone.world_pos"
Chaining Formulas
All rotation and translation formulas can be chained together to create complex camera behaviors:
// Rotate 90° right, then move 2m left in new orientation, then offset up 5m in world space
viewport pos="jet.world_pos.rotate_z(-90).translate_y(-2.0).translate_world_z(5.0)"
// Multiple rotations
viewport pos="satellite.world_pos.rotate_x(45).rotate_z(90)"
// Body-frame position then world-frame adjustment
viewport pos="aircraft.world_pos.translate(1, 0, 0.5).translate_world(0, 0, 10)"
Usage Notes
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Body-frame functions (
rotate,translate) are ideal for:- FPV cameras that move with the vehicle
- Wing-mounted or cockpit cameras
- Camera positions defined relative to vehicle geometry
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World-frame functions (
rotate_world,translate_world) are ideal for:- Chase cameras that maintain fixed world offset
- Orbital cameras
- External tracking cameras
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Rotations are applied before translations when chained
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The old
+operator for viewport positions is equivalent totranslate_world()