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.

  • __init__() -> elodin.World

    Create a new world object.

  • spawn(archetypes, name) -> elodin.EntityId

    Spawn a new entity with the given archetypes and name.

    • archetypes : one or many Archetypes,
    • name : optional name of the entity
  • insert(id, archetypes) -> None

    Insert archetypes into an existing entity.

  • insert_asset(asset) -> handle reference

    Insert a 3D asset into the world.

  • shape(mesh, material) -> elodin.Shape

    Create a shape as an Elodin Shape Archetype.

    • mesh: the mesh of the shape,
    • material: the material of the shape
  • glb(url) -> elodin.Scene

    Load a GLB asset as an Elodin Scene Archetype.

    • url: the URL or filepath of the GLB asset
  • run(system, sim_time_step, run_time_step, output_time_step, max_ticks, client) -> None

    Run 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 to 1 / 120.0.
    • run_time_step : float, optional, the amount of real time between each tick, defaults to real-time playback by matching the sim_time_step.
    • output_time_step : float, optional, the amount of real time between each output frame sent from the server to clients, defaults to sim_time_step value.
    • max_ticks : integer, optional, the maximum number of ticks to run the simulation for before stopping.
    • client : string, optional, the client to connect to when communicating with remote flight software.

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.

  • Panel.viewport(track_entity, track_rotation, fov, active, pos, looking_at, show_grid, hdr, name) -> elodin.Panel

    Create a viewport panel.

    • track_entity : elodin.EntityId, optional, the entity to track.
    • track_rotation : boolean, whether to track the rotation of the entity, defaults to True.
    • fov : float, the field of view of the camera, defaults to 45.0.
    • active : boolean, whether the panel is active, defaults to False.
    • 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 to False.
    • hdr : boolean, whether to use HDR rendering, defaults to False.
    • name : string, optional, the name of the panel.
  • Panel.graph(*entities, name) -> elodin.Panel

    Create a graph panel.

    • *entities : Sequence of elodin.GraphEntity objects to include in the graph.
    • name : string, optional, the name of the panel.
  • Panel.vsplit(*panels, active) -> elodin.Panel

    Create a vertical split panel.

    • *panels : Sequence of elodin.Panel objects to vertically split across.
    • active : boolean, whether the panel is active, defaults to False.
  • Panel.hsplit(*panels, active) -> elodin.Panel

    Create a horizontal split panel.

    • *panels : Sequence of elodin.Panel objects to horizontally split across.
    • active : boolean, whether the panel is active, defaults to False.

class elodin.GraphEntity

A configuration object for creating a graph entity in the Elodin Client UI.

  • __init__(entity_id, *components) -> elodin.GraphEntity

    Create a graph entity.

    • entity_id : elodin.EntityId, the entity to graph.
    • *components : Sequence of elodin.ShapeIndexer indexes of components to graph.

class elodin.Mesh

A built in class for creating basic 3D meshes.

  • Mesh.cuboid(x: float, y: float, z: float) -> elodin.Mesh

    Create a cuboid mesh with dimensions x, y, and z.

  • Mesh.sphere(radius: float) -> elodin.Mesh

    Create a sphere mesh with radius radius.

class elodin.Material

A built in class for creating basic 3D materials.

  • Material.color(r: float, g: float, b: float) -> elodin.Material

    Create a material with RGB color values.

class elodin.Shape

Shape describes a basic entity for rendering 3D assets in Elodin.

  • __init__(mesh, material) -> elodin.Shape

    Create a shape archetype initialized to the provided mesh and material.

    • mesh : handle reference returned from World.insert_asset() using the elodin.Mesh class.
    • material : handle reference returned from World.insert_asset() using the elodin.Material class.

class elodin.Scene

Scene describes a complex scene entity loaded from a glb file.

  • __init__(glb) -> elodin.Scene

    Create a scene from a loaded file.

    • glb : handle reference returned from World.insert_asset() using the elodin.Glb class.

Example

This example creates a simple simulation with a spinning cuboid body:

import elodin as el
import jax.numpy as jnp

@el.map
def spin(f: el.Force, inertia: el.Inertia) -> el.Force:
    return f + el.Force(torque=(inertia.mass() * jnp.array([0.0, 1.0, 0.0])))

w = el.World()

mesh = w.insert_asset(el.Mesh.cuboid(0.1, 0.8, 0.3))
material = w.insert_asset(el.Material.color(25.3, 18.4, 1.0))

cuboid_id = w.spawn([el.Body(), el.Shape(mesh, material)], name="cuboid")

camera = el.Panel.viewport(pos=[0.0, -5.0, 0.0], hdr=True, name="camera")
graph = el.Panel.graph(
    el.GraphEntity(cuboid_id, *el.Component.index(el.WorldPos)[:4]), name="graph"
)

w.spawn(el.Panel.vsplit(camera, graph), name="main_view")

sys = el.six_dof(sys=spin)
sim = w.run(sys, sim_time_step=1.0 / 120.0)



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

  • six_dof(time_step, sys, integrator) -> elodin.System

    Create 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 integrator and simulated in a world with a given time_step.

    • time_step : float, The time step used when integrating a body's acceleration into its velocity and position. Defaults to the sim_time_step provided in World.run(...) if unset
    • sys : one or more elodin.System instances used as effectors
    • integrator : elodin.Integrator, default is Integrator.Rk4

class elodin.Integrator

  • elodin.Integrator.Rk4 -> elodin.Integrator

    Runge-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.

  • elodin.Integrator.SemiImplicit -> elodin.Integrator

    Semi-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

Example

A simple example of a 6DoF system that models gravity acting on a rigid body in 3D space.

import elodin as el
import jax.numpy as jnp

SIM_TIME_STEP = 1.0 / 120.0

@el.map
def gravity(f: el.Force, inertia: el.Inertia) -> el.Force:
    return f + el.Force(linear=(inertia.mass() * jnp.array([0.0, -9.81, 0.0])))

w = el.World()
w.spawn(el.Body(), name="example")
sys = el.six_dof(sys=gravity, integrator=el.Integrator.Rk4)
sim = w.run(sys, SIM_TIME_STEP)

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
SIX_DOF_TIME_STEP = 1.0 / 60.0
sys = el.six_dof(time_step=SIX_DOF_TIME_STEP, sys=gravity)
sim = w.run(sys, SIM_TIME_STEP)



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:

import elodin as el

Wind = typing.Annotated[
    jax.Array,
    el.Component(
        "wind",
        el.ComponentType(el.PrimitiveType.F64, (3,)),
        metadata={"element_names": "x,y,z"},
    ),
]

class elodin.Component

A container of component metadata.

  • __init__(name, type = None, asset = False, metadata = {}) -> elodin.Component

    Create 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.).
    import elodin as el
    
    el.Component(
        "wind",
        el.ComponentType(el.PrimitiveType.F64, (3,)),
        metadata={"element_names": "x,y,z"},
    ),
    

    The above example defines a "wind" component that is a 3D vector of float64 values. 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) -> string

    The unique name of the component.

  • Component.index(component) -> elodin.ShapeIndexer

    A 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.

  • __init__(dtype, shape) -> elodin.ComponentType

    Create 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.

  • __init__(left, right) -> elodin.Edge

    Create 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.

import elodin as el
from dataclasses import dataclass

@dataclass
class KalmanFilter(el.Archetype):
    p: P
    att_est: AttEst
    ang_vel_est: AngVelEst
    bias_est: BiasEst

The archetype can then be used to attach components to entities:

world.insert(
    satellite,
    KalmanFilter(
        p=np.identity(6),
        att_est=el.Quaternion.identity(),
        ang_vel_est=np.zeros(3),
        bias_est=np.zeros(3),
    ),
)



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:

import elodin as el

@el.system
def gravity(
    graph: el.GraphQuery[GravityEdge],
    query: el.Query[el.WorldPos, el.Inertia],
) -> el.Query[el.Force]: ...

@el.system
def apply_wind(
    w: el.Query[Wind], q: el.Query[el.Force, el.WorldVel]
) -> el.Query[el.Force]: ...

@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:

import elodin as el

@el.map
def gravity(f: el.Force, inertia: el.Inertia) -> el.Force: ...

@el.map
def gyro_omega(vel: el.WorldVel) -> GyroOmega: ...

The following systems are equivalent as the @elodin.map definition effectively desugars to the @elodin.system one:

import elodin as el

@el.map
def gravity(f: el.Force, inertia: el.Inertia) -> el.Force:
    return f + el.SpatialForce(linear=inertia.mass() * jnp.array([0.0, -9.81, 0.0]))

@el.system
def gravity(query: el.Query[el.Force, el.Inertia]) -> el.Query[el.Force]:
    return query.map(
        el.Force,
        lambda f, inertia: f + el.SpatialForce(linear=inertia.mass() * jnp.array([0.0, -9.81, 0.0])),
    )

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).

  • map(ret_type, map_fn) -> elodin.Query

    Apply a function map_fn to the query's components and return a new query with the specified ret_type return type. map_fn should be a function that takes the query's components as arguments and returns a single value of type ret_type.

    import elodin as el
    
    @el.system
    def gravity(query: el.Query[el.Force, el.Inertia]) -> el.Query[el.Force]:
        return query.map(
            el.Force,
            lambda f, inertia: f + el.SpatialForce(linear=inertia.mass() * jnp.array([0.0, -9.81, 0.0])),
        )
    

    In this example, ret_type is el.Force and map_fn is a lambda function with the signature (el.Force, el.Inertia) -> el.Force.

    To return multiple components as output, ret_type must be a tuple:

    import elodin as el
    
    @el.system
    def multi_out_sys(query: el.Query[A]) -> el.Query[C, D]:
        return query.map((C, D), lambda a: ...)
    

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:

GravityEdge = typing.Annotated[elodin.Edge, elodin.Component("gravity_edge")]
  • edge_fold(left_query, right_query, return_type, init_value, fold_fn) -> elodin.Query

    For each edge, query the left and right entity components using left_query and right_query, respectively. Then, apply the fold_fn function to those input components to compute the return_type output component(s).

    The return_type component(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_type component. So, the fold_fn computations for each entity's edges must be accumulated into a single final value. To carry the intermediate results, fold_fn takes an "accumulator" value as the first argument. Its output is set as the accumulator value for the next iteration. init_value is the initial value of the accumulator.

    edge_fold makes 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_fold to compute gravitational forces between entities.



Primitives

class elodin.PrimitiveType

  • elodin.PrimitiveType.F64 -> elodin.PrimitiveType

    A constant representing the 64-bit floating point data type.

  • elodin.PrimitiveType.U64 -> elodin.PrimitiveType

    A 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.



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.

class elodin.SpatialMotion

A spatial motion is a 6D vector that represents either the velocity or acceleration of a rigid body in 3D space.

  • __init__(angular, linear) -> elodin.SpatialMotion

    Create a spatial motion from an angular and a linear vector. Both arguments are optional and default to zero vectors.

    • angular : jax.Array with shape (3), default is [0, 0, 0]
    • linear : jax.Array with shape (3), default is [0, 0, 0]
  • linear() -> jax.Array

    Get the linear part of the spatial motion as a vector with shape (3,).

  • angular() -> jax.Array

    Get the angular part of the spatial motion as a vector with shape (3,).

  • __add__(other) -> elodin.SpatialMotion

    Add 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.

  • __init__(arr, torque, force) -> elodin.SpatialForce

    Create a spatial force from either arr or torque and force. If no arguments are provided, the spatial force is initialized to zero torque and force.

    • arr : jax.Array with shape (6)
    • torque : jax.Array with shape (3), default is [0, 0, 0]
    • force : jax.Array with shape (3), default is [0, 0, 0]
  • force() -> jax.Array

    Get the linear force part of the spatial force as a vector with shape (3,).

  • torque() -> jax.Array

    Get the torque part of the spatial force as a vector with shape (3,).

  • __add__(other) -> elodin.SpatialForce

    Add 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 $[I_1, I_2, I_3]$.

  • __init__(mass, inertia) -> elodin.SpatialInertia

    Create 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.

  • mass() -> jax.Array

    Get the scalar mass of the spatial inertia.

  • inertia_diag() -> jax.Array

    Get the inertia tensor diagonal of the spatial inertia with shape (3,).