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elodin-simulation

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Create and modify physics simulations using the Elodin Python SDK. Use when writing or editing simulation Python files, defining components or systems, spawning entities, configuring 6DOF physics, setting up visualization or assets (GLB, schematics, skyboxes, terrains), or integrating with SITL/HITL workflows.

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Elodin Simulation

Elodin is a JAX-based simulation platform for aerospace and physical systems. Simulations are Python scripts that define a World, spawn entities with components, compose systems, and run.

Installation

pip install -U elodin          # Released SDK
elodin editor sim.py           # Run with 3D visualization
elodin run sim.py              # Headless execution
python sim.py bench --profile  # Performance profiling

Simulation Structure

Every simulation follows this pattern:

import elodin as el
import jax.numpy as jnp

# 1. Create world
w = el.World()

# 2. Spawn entities with archetypes
w.spawn(el.Body(
    world_pos=el.SpatialTransform(linear=jnp.array([0.0, 0.0, 10.0])),
    inertia=el.SpatialInertia(mass=1.0),
), name="ball")

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

# 4. Compose and run
sys = el.six_dof(sys=gravity, integrator=el.Integrator.Rk4)
w.run(sys, simulation_rate=120.0)

Core Concepts

Components

Data containers defined with typing.Annotated + el.Component:

import typing as ty

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

Built-in spatial types (WorldPos, WorldVel, Force, Inertia, WorldAccel) already carry component metadata — no ComponentType needed.

Archetypes

Group components into spawnable bundles:

@el.dataclass
class Satellite(el.Archetype):
    world_pos: el.WorldPos
    world_vel: el.WorldVel
    inertia: el.Inertia
    reaction_wheels: ReactionWheelCmd

el.Body is the built-in archetype providing WorldPos, WorldVel, Inertia, Force, WorldAccel.

Systems

Three decorator levels — choose the simplest that fits:

DecoratorUse whenGraph queries?
@el.mapSimple per-entity transform, vectorizedNo
@el.map_seqNeed jax.lax.cond short-circuit behaviorNo
@el.systemNeed Query.map, GraphQuery.edge_fold, or multi-queryYes
@el.map
def drag(vel: el.WorldVel) -> el.Force:
    return el.SpatialForce(linear=-0.01 * vel.linear())

@el.system
def gravity(graph: el.GraphQuery[GravityEdge],
            q: el.Query[el.WorldPos, el.Inertia]) -> el.Query[el.Force]:
    return graph.edge_fold(q, q, el.Force, el.SpatialForce(), compute_gravity)

System Composition

Chain systems with the pipe operator — order matters:

sys = sensors | kalman_filter | control | el.six_dof(sys=effectors)

6DOF Physics

el.six_dof() integrates forces/torques into position and velocity:

el.six_dof(
    sys=effectors,                    # Systems computing el.Force
    integrator=el.Integrator.Rk4,     # or Integrator.SemiImplicit
    time_step=1/300.0,                # Optional: override simulation step
)

Inertia is body-frame; all other quantities are world-frame.

Graph Queries

Model relationships (gravity, constraints, springs) between entities:

GravityEdge = ty.Annotated[el.Edge, el.Component("gravity_edge")]

w.spawn(el.Archetype(edge=GravityEdge(el.Edge(body_a_id, body_b_id))), name="a_to_b")

@el.system
def gravity(graph: el.GraphQuery[GravityEdge],
            q: el.Query[el.WorldPos, el.Inertia]) -> el.Query[el.Force]:
    return graph.edge_fold(
        left_query=q, right_query=q,
        return_type=el.Force, init_value=el.SpatialForce(),
        fold_fn=lambda acc, pos_a, m_a, pos_b, m_b: acc + compute(pos_a, m_a, pos_b, m_b),
    )

Spatial Vector Algebra

Elodin uses Featherstone spatial vectors. Key types:

TypeShapeRepresents
SpatialTransform(7,)Quaternion (4) + position (3)
SpatialMotion(6,)Angular vel (3) + linear vel (3)
SpatialForce(6,)Torque (3) + force (3)
SpatialInertia(7,)Inertia diagonal (3) + mass (1) + padding (3)

Quaternion operations: Quaternion.from_axis_angle(), q @ vector (rotate), q.inverse(), q.integrate_body(omega).

Visualization

Asset root (assets/)

Simulations load meshes, schematics, skyboxes, themes, and terrains from a single asset root. Paths in KDL (glb path=…, icon path=…) are relative to that root.

Where it lives (resolution order):

  1. $ELODIN_ASSETS — explicit override (absolute or cwd-relative)
  2. <sim_entry_dir>/assets — next to main.py / the sim entrypoint
  3. <cwd>/assets
  4. Nearest ancestor of the sim entry that contains an assets/ directory

Repo examples usually run from the Elodin checkout root and use the shared tree at assets/ (many .glb files live at the root of that tree). For a standalone sim, put an assets/ folder beside main.py, or set ELODIN_ASSETS.

When the sim records with db_path=… or ELODIN_DB_PATH, that tree is ingested once into {db}/assets/ and KDL local paths become db:… for portable replay. See the elodin-db skill and DB Asset Server.

Native folders under the asset root

Only create the subtrees you need. Keys preserve subdirectories; there is no hard schema beyond these conventions:

assets/
  # GLB meshes — flat at root (repo default) or under meshes/ / models/
  f22.glb
  meshes/rocket.glb          # also fine; reference as path="meshes/rocket.glb"
  models/jet.glb             # docs/tests often use models/

  schematics/                # KDL panels / window sub-schematics
    main.kdl                 # conventional active schematic key after ingest
    telemetry.kdl            # window path="telemetry.kdl" → stored under schematics/

  skyboxes/
    manifest.ron             # required for named skybox name="…"
    desert_night.cubemap.ktx2

  color_schemes/             # optional UI themes (not copied into DB by name alone)
    default_dark.json
    default_light.json

  terrains/
    planar/<region>/         # world_mesh region="<region>"
      region.toml            # optional; built-in presets exist
      config.tc              # preprocess output
      data/height/<tile>.bin
      data/albedo/<tile>.bin
    spherical/               # globe-style terrain
FolderPurposeReferenced by
(root) / meshes/ / models/GLB / custom .png iconsglb path="…", icon path="…"
schematics/KDL schematics & window subtreesActive key schematics/main.kdl; window path="…"
skyboxes/Cubemap skyboxesskybox name="…" + manifest.ron
color_schemes/Editor theme JSONtheme scheme=… (local only; built-ins need no files)
terrains/Planar / spherical world_mesh atlasesworld_mesh "death_valley" etc.

Agent tips:

  • Prefer paths relative to the asset root (path="edu-450-v2-drone.glb"), not filesystem paths outside it.
  • Do not invent reserved keys: .elodin-ingested and __index__/ are DB-internal.
  • Procedural meshes (sphere, box, …) and icon builtin=… need no asset files.
  • Custom color-scheme JSON is not persisted into the DB today — only the scheme name travels in KDL.
  • If the editor cannot find a mesh, check cwd / ELODIN_ASSETS before changing KDL.

KDL Schematics

Define 3D objects and camera views in KDL files or inline:

object_3d ball.world_pos {
    sphere radius=0.2 { color 25 50 255 }
}
object_3d aircraft.world_pos {
    glb path="f22.glb" scale=0.01 rotate="(0, 90, 0)"
}
viewport name=Chase pos="drone.world_pos.translate(-5, -5, 3)" look_at="drone.world_pos"

Panel Layout (Python API)

cam = el.Panel.viewport(track_entity=sat_id, fov=45.0, hdr=True, name="3D")
graph = el.Panel.graph(el.GraphEntity(sat_id, *el.Component.index(el.WorldPos)[:4]), name="Position")
w.spawn(el.Panel.vsplit(cam, graph), name="main_view")

SITL/HITL Integration

The reference SITL example is examples/betaflight-sitl/ (Betaflight flight controller in lockstep over UDP, recorded to a portable DB whose assets/ tree makes it replayable anywhere).

Use pre_step/post_step callbacks with StepContext for lockstep synchronization:

def post_step(tick: int, ctx: el.StepContext):
    data = ctx.component_batch_operation(reads=["drone.accel", "drone.gyro"])
    motors = flight_controller.step(accel=data["drone.accel"], gyro=data["drone.gyro"])
    ctx.write_component("drone.motor_command", motors)

w.run(sys, simulation_rate=1000.0, post_step=post_step, db_path="sitl_data")

Mark components as externally controlled to prevent simulation overwrite:

ThrustCmd = ty.Annotated[jax.Array,
    el.Component("thrust_cmd", el.ComponentType.F64, metadata={"external_control": "true"})]

Shared Constants And Monte Carlo

The Cranelift backend transparently interns baked StableHLO constants over 1 MB. For large immutable lookup tables, aero maps, ephemerides, terrain grids, or other constants, capture the JAX array in the system closure:

aero_table = jnp.asarray(aero_grid)

@el.map
def aero_force(v: el.WorldVel, f: el.Force) -> el.Force:
    coeff = aero_table[0, 0]
    return f + el.SpatialForce(linear=-coeff * v.linear())

During StableHLO parsing, large dense<"0x..."> blobs are moved into the content-addressed mmap cache. Multiple processes compiling the same constant map the same cache file, so Monte Carlo campaigns avoid paying N copies of the table in resident memory.

For campaign structure and memory reporting, use the native campaign runner:

elodin monte-carlo run examples/monte-carlo/main.py \
  --campaign examples/monte-carlo/campaign.toml \
  --spec examples/monte-carlo/spec.toml \
  --out dbs/monte-carlo-demo

Declare tunable parameters with el.monte_carlo.params_spec(...), read the current row with el.monte_carlo.params(...), and optionally emit scalar outputs with el.monte_carlo.result(...). Each run writes a separate DB path. The runner pins ELODIN_CACHE_DIR for all workers and auto-sizes workers/runtime threads from available CPUs when unset. For SITL campaigns, register external controllers with world.recipe(...); the campaign runner injects worker-slot ports into every process via ELODIN_MONTE_CARLO_* environment variables. Campaign startup reaps pre-existing elodin and elodin-db processes by default to avoid stale editor/database sessions colliding with worker ports; use --keep-existing only when intentionally managing those processes yourself. Per-run stdout/stderr lands in runs/<run_id>/logs/, and the runner injects ELODIN_SIM_SUMMARY_JSON so each run writes a structured timing snapshot. At campaign end, the native runner prints and writes campaign_summary.txt with an aggregated version of the standard elodin simulation summary block plus CPU/RAM/disk rollups. Use --memory-probe only for shared-constant PSS proof runs; it enables expensive /proc/<pid>/smaps sampling and writes memory.json/processes.csv.

Execution Modes

ModeCommandBackendUse
Editor (GUI)elodin editor sim.pycranelift (default)Development with 3D visualization
Headlesselodin run sim.pycranelift (default)CI/CD, batch processing
JAX backendw.run(sys, backend="jax-cpu")JAXWhen cranelift doesn't support certain JAX ops
GPU backendw.run(sys, backend="jax-gpu")JAX GPULarge parallel workloads
JAX-onlyw.to_jax(sys)JAXRL training, jax.vmap batching
Compiledw.build(sys)cranelift (default)Maximum performance
Real-timew.run(sys, simulation_rate=120.0, generate_real_time=True)cranelift (default)Match wall-clock time
DB-connectedw.run(sys, db_addr="0.0.0.0:2240")cranelift (default)External clients + Editor

Backend selection: The backend parameter defaults to "cranelift" — a pure-Rust StableHLO JIT that runs the entire tick as a single native function call, with no Python in the hot loop. Use "jax-gpu" for high-parallelism workloads that benefit from GPU execution. For tiny worlds, the CPU cranelift backend is usually fastest because kernel launch and device-transfer overhead dominates compute.

Use examples/n-body/main.py as the canonical benchmark. It runs the supported backends (cranelift, jax-cpu, jax-gpu) side-by-side:

nix develop --command ELODIN_BACKEND=jax-gpu elodin run examples/n-body/main.py

To compare backends, run the same command with ELODIN_BACKEND set to each of: cranelift, jax-cpu, jax-gpu.

Earth Gravity Models

from elodin.j2 import J2              # Simple oblate Earth
from elodin.egm08 import EGM08        # High-fidelity spherical harmonics

model = EGM08(max_degree=64)          # <2.5ms at degree <=250
force = model.compute_field(x, y, z, mass)

Physics Regression Testing

When changes to the simulation pipeline (Noxpr graph, cranelift-mlir compilation, shape handling, etc.) might alter numeric output, use a database-export diff to detect regressions. The process:

1. Capture a baseline on main

git stash && git checkout main
nix develop
just install

# Run the sim, writing to a dedicated DB path
BALL_DB_PATH=dbs/ball-main uv run examples/ball/main.py bench --ticks 2000

# Export to flat CSVs (--flatten splits vector columns)
elodin-db export --format csv --flatten --output exports/ball-main dbs/ball-main

The BALL_DB_PATH env var is read by examples/ball/main.py and passed to world().run(..., db_path=...). Other examples can be wired the same way.

2. Capture the branch under test

git checkout <branch> && git stash pop
nix develop
just install
BALL_DB_PATH=dbs/ball-branch uv run examples/ball/main.py bench --ticks 2000
elodin-db export --format csv --flatten --output exports/ball-branch dbs/ball-branch

3. Diff component-by-component (ignoring timestamps)

# Quick pass/fail for every physics component:
for f in ball.world_pos.csv ball.world_vel.csv ball.force.csv ball.wind.csv ball.world_accel.csv; do
    echo -n "$f: "
    diff <(cut -d',' -f2- exports/ball-main/$f) \
         <(cut -d',' -f2- exports/ball-branch/$f) | wc -l
done

Zero diff lines = bit-for-bit identical physics. Non-zero tells you which component diverged. Inspect the first differing row to find the tick where divergence starts and whether it is a large discrete jump (logic bug) or gradual drift (floating-point).

4. Interpret results

PatternLikely cause
All zerosPhysics preserved -- safe to land
One component diverges at tick 1Compilation or shape bug -- the compiled VMFB computes something different
Gradual drift accumulating over ticksFloating-point evaluation order changed (e.g., different StableHLO structure)
Only wind divergesRandom-key generation changed (seed dtype, PRNG semantics)

Tips

  • Use --ticks 2000 (not 1200) to expose drifts that accumulate.
  • Run all three canonical benchmarks to cover every code path:
    • ball -- single-entity (batch1 path), uses el.Seed (U64) + random.key
    • drone -- multi-entity, uses sensor_tick (U64)
    • cube-sat -- JAX backend (backend="jax-cpu"), covers the non-IREE path
  • If you need to dump the StableHLO MLIR for comparison, set ELODIN_IREE_DUMP_DIR=/tmp/debug before running.
  • Clean up temp databases after: rm -rf dbs/ball-main dbs/ball-branch exports/.

Additional Resources