Source code for embodichain.lab.sim.cfg.visual_object

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"""Configuration for an object with rendering and no physical behavior."""

from __future__ import annotations

from dataclasses import field

# Resolve inherited ObjectBaseCfg annotations in runtime type inspection.
import numpy as np

from embodichain.utils import configclass
from ..shapes import ShapeCfg
from .asset import ObjectBaseCfg
from .source import UsdSourceCfg

__all__ = ["VisualObjectCfg"]


[docs] @configclass class VisualObjectCfg(ObjectBaseCfg): """Configure a render-only object, without a rigid body or colliders. Like :class:`~embodichain.lab.sim.cfg.RigidObjectCfg`, ``MeshCfg.fpath`` supplies ordinary mesh files such as OBJ, STL, GLB and glTF. ``source=UsdSourceCfg(...)`` optionally selects one mesh object from a source USD scene. Explicit visual-object creation uses only its appearance; USD physics is omitted. Whole-scene import instead preserves each entity's authored physical type. """ shape: ShapeCfg | None = None """Mesh, cube or sphere supplying the object's appearance.""" source: UsdSourceCfg | None = field(default=None, kw_only=True) """USD source asset; mutually exclusive with :attr:`shape`.""" body_scale: tuple[float, float, float] = (1.0, 1.0, 1.0) """Scale applied to the visual geometry, independently of its root pose.""" visible: bool = True """Initial visibility restored by reset."""