Commit 8c8f8d63 authored by Mayank Mittal's avatar Mayank Mittal

fixes docstring for physics material in cfgs

parent 4f43d49c
...@@ -40,7 +40,7 @@ class RigidObjectCfg: ...@@ -40,7 +40,7 @@ class RigidObjectCfg:
"""Physics material applied to the rigid object.""" """Physics material applied to the rigid object."""
prim_path: str = "/World/Materials/rigidMaterial" prim_path: str = "/World/Materials/rigidMaterial"
"""Path to the physics material prim. Default: /World/Materials/rigidMaterial. """Path to the physics material prim. Defaults to /World/Materials/rigidMaterial.
Note: Note:
If the prim path is not absolute, it will be resolved relative to the path specified when spawning If the prim path is not absolute, it will be resolved relative to the path specified when spawning
......
...@@ -31,18 +31,18 @@ class LeggedRobotCfg(RobotBaseCfg): ...@@ -31,18 +31,18 @@ class LeggedRobotCfg(RobotBaseCfg):
"""Physics material applied to the feet of the robot.""" """Physics material applied to the feet of the robot."""
prim_path = "/World/Materials/footMaterial" prim_path = "/World/Materials/footMaterial"
"""Path to the physics material prim. Default: /World/Materials/footMaterial. """Path to the physics material prim. Defaults to /World/Materials/footMaterial.
Note: Note:
If the prim path is not absolute, it will be resolved relative to the path specified when spawning If the prim path is not absolute, it will be resolved relative to the path specified when spawning
the object. the object.
""" """
static_friction: float = 1.0 static_friction: float = 1.0
"""Static friction coefficient. Default: 1.0.""" """Static friction coefficient. Defaults to 1.0."""
dynamic_friction: float = 1.0 dynamic_friction: float = 1.0
"""Dynamic friction coefficient. Default: 1.0.""" """Dynamic friction coefficient. Defaults to 1.0."""
restitution: float = 0.0 restitution: float = 0.0
"""Restitution coefficient. Default: 0.0.""" """Restitution coefficient. Defaults to 0.0."""
## ##
# Initialize configurations. # Initialize configurations.
......
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