Main Content

sim3d.person.Bicyclist

Create bicyclist that follows ground in 3D environment

Since R2024b

    Description

    Use the sim3d.person.Bicyclist object to create a bicyclist that follows ground in the 3D environment. After you create a sim3d.person.Bicyclist object, you can modify aspects of the bicyclist actor by setting property values.

    Creation

    Description

    person = sim3d.person.Bicyclist() creates a default bicyclist object in the 3D environment.

    person = sim3d.person.Bicyclist(Name=Value) specifies options using one or more name-value arguments. For example, to create a bicyclist at the position [1 2 0], set Translation to [1 2 0; 0 0 0; 0 0 0].

    Input Arguments

    expand all

    Name-Value Arguments

    Specify optional pairs of arguments as Name1=Value1,...,NameN=ValueN, where Name is the argument name and Value is the corresponding value. Name-value arguments must appear after other arguments, but the order of the pairs does not matter.

    Example: person = sim3d.person.Bicyclist(ActorName="Bicyclist",Translation=[2 0 0; 0 0 0; 0 0 0],Rotation=[0 0 0; 0 0 0; 0 0 pi/2])

    Name of actor, specified as a character array or string. If you do not specify an actor name, then the software assigns the actor an autogenerated name. Use this argument to set the name of the sim3d.person.Bicyclist object.

    Note

    If you specify the same name as an actor that already exists, then the software appends actor name you specify with a unique identifier.

    Semantic segmentation map of object class identifiers, specified as real positive scalar. For a complete list of actor IDs and their corresponding object descriptions, see Labels.

    Relative translation of bicycle and wheels, specified as real 3-by-3 array, in m. Use this argument to set the initial translation of the bicyclist.

    • Translation(1,1), Translation(1,2), and Translation(1,3) — Bicycle translation relative to its parent actor about the X-, Y-, and Z- axes of the ISO 8855 standard coordinate system. For more information on the coordinate system, see Coordinate Systems in Simulink 3D Animation. When you add an actor to the 3D environment, the default parent actor is the Scene Origin at (0,0,0).

    • Translation(...,1), Translation(...,2), and Translation(...,3) — Wheel translation relative to bicycle, about the X-, Y-, and Z- axes of the ISO 8855 standard coordinate system.

    The signal contains translation information according to the bicycle and wheel locations.

    Translation=[XBYBZBXFYFZFXRYRZR]

    TranslationArray ElementTranslation Axis

    Bicycle, XB

    Translation(1,1)X-axis

    Bicycle, YB

    Translation(1,2)Y-axis

    Bicycle, ZB

    Translation(1,3)Z-axis

    Front wheel, XF

    Translation(2,1)X-axis

    Front wheel, YF

    Translation(2,2)Y-axis

    Front wheel, ZF

    Translation(2,3)Z-axis

    Rear wheel, XR

    Translation(3,1)X-axis

    Rear wheel, YR

    Translation(3,2)Y-axis

    Rear wheel, ZR

    Translation(3,3)Z-axis

    Note

    The sim3d.person.Bicyclist object implements an actor that follows the ground. Use X, Y, and Yaw properties to move the actor in the 3D environment. The actor object then determines the corresponding elevation, pitch, and roll by sensing the ground terrain.

    Data Types: double

    Relative rotation of bicycle and wheels, specified as real 3-by-3 array, in rad. Use this argument to set the initial rotation of the bicyclist.

    • Rotation(1,1), Rotation(1,2), and Rotation(1,3) — Bicycle rotation relative to its parent actor about the X-, Y-, and Z- axes of the ISO 8855 standard coordinate system. For more information on the coordinate system, see Coordinate Systems in Simulink 3D Animation.

    • Rotation(...,1), Rotation(...,2), and Rotation(...,3) — Wheel rotation relative to bicycle, about the X-, Y-, and Z- axes of the ISO 8855 standard coordinate system.

    The signal contains rotation information according to the bicycle and wheel locations.

    Rotation=[PitchBRollBYawBPitchFRollFYawFPitchRRollRYawR]

    RotationArray ElementRotation Axis

    Bicycle, RollB

    Rotation(1,1)X-axis

    Bicycle, PitchB

    Rotation(1,2)Y-axis

    Bicycle, YawB

    Rotation(1,3)Z-axis

    Front wheel, RollF

    Rotation(2,1)X-axis

    Front wheel, PitchF

    Rotation(2,2)Y-axis

    Front wheel, YawF

    Rotation(2,3)Z-axis

    Rear wheel, RollR

    Rotation(3,1)X-axis

    Rear wheel, PitchR

    Rotation(3,2)Y-axis

    Rear wheel, YawR

    Rotation(3,3)Z-axis

    Note

    The sim3d.person.Bicyclist object implements an actor that follows the ground. Use X, Y, and Yaw properties to move the actor in the 3D environment. The actor object then determines the corresponding elevation, pitch, and roll by sensing the ground terrain.

    Data Types: double

    Properties

    expand all

    Parent of actor, specified as a handle to the parent actor object. After you add an actor to the sim3d.World object, the default parent actor is the Scene Origin at (0,0,0). Use this property to set any actor in the 3D environment as the parent actor of a sim3d.person.Bicyclist object.

    This property is read-only.

    Children of actor, specified as a structure. Each field of the structure contains a handle to the child of a sim3d.person.Bicyclist object.

    Parent world, specified as a handle to the parent sim3d.World object. You can use this property only if the sim3d.person.Bicyclist object is added to the parent sim3d.World object.

    Longitudinal position of the actor along the X-axis of the scene, specified as scalar, in m. X is in the ISO 8855 standard coordinate system. Use this property to move the actor along the X-axis of the scene. For more information on the coordinate system, see Coordinate Systems in Simulink 3D Animation.

    Lateral position of the actor along the Y-axis of the scene, specified as scalar, in m. Y is in the ISO 8855 standard coordinate system. Use this property to move the actor along the Y-axis of the scene. For more information on the coordinate system, see Coordinate Systems in Simulink 3D Animation.

    Yaw orientation angle of the actor along the Z-axis of the scene, specified as scalar, in rad. Yaw is in the ISO 8855 standard coordinate system. Use this property to rotate the actor along the Z-axis of the scene. For more information on the coordinate system, see Coordinate Systems in Simulink 3D Animation.

    Version History

    Introduced in R2024b