Shared contact anchors
13 · Contact and friction
Each contact has a witness point on each shape. When the shapes overlap, the two points are separated along the normal by the penetration depth, and a friction row applied at each body's own point forms a couple between them. contact_friction_shared_anchor applies friction rows at the midpoint, and contact_shared_anchor applies every contact row there, as PhysX applies a contact at one point. A box slides at 2 m/s across a resting slab, starting 3 cm deep in it; one run starts just touching.
What to look at
- The pitch rate of the sliding box peaks at 0.055 rad/s with separate witness points and 0.010 rad/s with either shared anchor; with no penetration it is 0.0004 rad/s.
- The effect is small here and grows with depth and friction.
Key parameter
contact_friction_shared_anchor / contact_shared_anchorConstruction options, both default False. Patch friction rows keep their own anchors, so with patches contact_shared_anchor moves only the normal rows.
Try changing
- Start the box 5 cm deep.
- Turn on patch friction (the default) and compare.
Concept
Shared contact anchors
What it is
A contact row acts on each body at that body's witness point. When the points are separated along the normal, as in deep penetration, the tangential forces on the two bodies form a couple of depth times force. Applying the rows at the midpoint removes that couple. The penetration still comes from the witness points.
In this scene
At 3 cm of overlap the spurious pitch rate fell from 0.055 to 0.010 rad/s with either option.
Considerations
- Cost
- None measurable: only the lever arms change.
- Interactions
- Patch friction acts at its own anchors; contact_friction_shared_anchor then has no effect. Neither is allowed with contact compliance.
- Use it when
- Matching PhysX contact behavior, and in deep-contact grasps where friction should not twist the held object.
The script
cd tutorials && python 13_shared_anchor.py prints each variant's final metric; --record out.json also writes the replay. Every tutorial imports replay.py from the same folder.
# SPDX-FileCopyrightText: Copyright (c) 2026 Skild AI and the Steel contributors# SPDX-License-Identifier: Apache-2.0
"""Shared contact anchors: apply contact rows at the midpoint of the witness points."""
import newtonimport numpy as npimport warp as wpfrom newton.solvers import SolverSteel
from replay import Recorder
DT = 1.0 / 240.0SUBSTEPS = 1 # one step per 240 Hz frame
def build(depth): """A box sliding at 2 m/s on a resting slab, starting ``depth`` deep in it.""" builder = newton.ModelBuilder() builder.add_ground_plane(cfg=newton.ModelBuilder.ShapeConfig(mu=0.0)) slab = builder.add_body(xform=wp.transform((0.0, 0.0, 0.05), wp.quat_identity())) builder.add_shape_box( slab, hx=0.3, hy=0.15, hz=0.05, cfg=newton.ModelBuilder.ShapeConfig(mu=0.8) ) box = builder.add_body(xform=wp.transform((-0.1, 0.0, 0.15 - depth), wp.quat_identity())) builder.add_shape_box( box, hx=0.08, hy=0.08, hz=0.05, cfg=newton.ModelBuilder.ShapeConfig(mu=0.8) ) model = builder.finalize() model.joint_qd.assign(np.array([0, 0, 0, 0, 0, 0, 2.0, 0, 0, 0, 0, 0], dtype=np.float32)) return model
def simulate(rec, label, depth, **options): model = build(depth) # point friction: patch anchors already act at their own anchor points solver = SolverSteel(model, friction_anchor_beta=0.0, **options) pipeline = newton.CollisionPipeline(model) contacts = pipeline.contacts() state_0, state_1, control = model.state(), model.state(), model.control() newton.eval_fk(model, model.joint_q, model.joint_qd, state_0)
run = rec.variant(label, model) for _ in range(rec.frames(0.6)): run.frame(state_0, box_pitch_rate=abs(state_0.body_qd.numpy()[1, 4])) for _ in range(SUBSTEPS): pipeline.collide(state_0, contacts) solver.step(state_0, state_1, control, contacts, DT) state_0, state_1 = state_1, state_0 run.check(solver)
if __name__ == "__main__": rec = Recorder(fps=240) simulate(rec, "touching, default", 0.0) simulate(rec, "3 cm deep, default", 0.03) simulate( rec, "3 cm deep, contact_friction_shared_anchor", 0.03, contact_friction_shared_anchor=True ) simulate(rec, "3 cm deep, contact_shared_anchor", 0.03, contact_shared_anchor=True) rec.save()# SPDX-FileCopyrightText: Copyright (c) 2026 Skild AI and the Steel contributors# SPDX-License-Identifier: Apache-2.0
"""Record Steel tutorial runs as replay JSON for the tutorials page, or print a summary.
Every tutorial imports this module. ``python NN_name.py`` runs the variants and printsthe final metric of each; ``--record out.json`` also writes body poses, shapes and metricseries that the page replays in 3D."""
import argparseimport base64import jsonimport osimport subprocessimport sysimport time
import newtonimport numpy as npimport warp as wp
from source_hash import source_sha256
_RENDERED_TYPES = { newton.GeoType.PLANE, newton.GeoType.SPHERE, newton.GeoType.CAPSULE, newton.GeoType.ELLIPSOID, newton.GeoType.CYLINDER, newton.GeoType.BOX, newton.GeoType.MESH, newton.GeoType.CONE, newton.GeoType.CONVEX_MESH,}
class Recorder: """Collect the variants of one tutorial; ``fps`` is the replay frame rate."""
def __init__(self, fps: int = 30): parser = argparse.ArgumentParser() parser.add_argument( "--record", metavar="OUT.json", help="write a replay file for the tutorials page" ) parser.add_argument("--device", default=None, help="Warp device, for example cuda:0") self.args = parser.parse_args() if self.args.device: wp.set_device(self.args.device) self.fps = fps self.script = os.path.abspath(sys.argv[0]) self.variants: list[Variant] = []
def frames(self, seconds: float) -> int: """Number of replay frames in ``seconds``, including the first.""" return int(round(seconds * self.fps)) + 1
def variant( self, label: str, model: newton.Model, *, ghost: bool = False, slot: int | None = None, scene: str | None = None, ) -> "Variant": """Start one run; ``ghost`` overlays run ``slot``, ``scene`` groups runs for charts.""" variant = Variant(label, model, self.fps, ghost, slot, scene) self.variants.append(variant) return variant
def save(self) -> None: """Print a summary and, with ``--record``, write the replay file.""" for variant in self.variants: last = variant.metrics[-1] if variant.metrics else {} flag = " (rows dropped)" if variant.overflow else "" print(f"{variant.label:<48} {json.dumps(last)} {variant.wall:.2f} s{flag}") if not self.args.record: return source_sha = source_sha256(self.script) doc = { "script": os.path.basename(self.script), "script_sha256": source_sha, "newton_commit": _newton_commit(), "newton_version": newton.__version__, "warp_version": wp.config.version, "gpu": wp.get_device().name, "fps": self.fps, "variants": [v.to_json() for v in self.variants], } with open(self.args.record, "w") as f: json.dump(doc, f, separators=(",", ":")) print(f"wrote {self.args.record}")
class Variant: """One recorded run: a pose per frame for every body, plus named metric values."""
def __init__(self, label, model, fps, ghost, slot, scene): self.label, self.model, self.fps, self.ghost, self.slot = label, model, fps, ghost, slot self.scene = scene self.poses: list[np.ndarray] = [] self.metrics: list[dict] = [] self.awake: list[list[int]] = [] self.particles: list[np.ndarray] = [] self.overflow = False self.start = time.perf_counter() self.wall = 0.0
def frame(self, state: newton.State, awake=None, particles=None, **metrics) -> None: """Record ``state.body_q``, optional awake flags, particle positions and metric values.""" self.poses.append(state.body_q.numpy().astype(np.float32).copy()) if particles is not None: self.particles.append(particles.numpy().astype(np.float32).copy()) self.metrics.append({k: _round(v) for k, v in metrics.items()}) if awake is not None: self.awake.append([int(x) for x in awake.numpy()]) self.wall = time.perf_counter() - self.start
def check(self, solver) -> None: """Note whether the solver dropped rows; call once after the run.""" try: solver.check_constraint_capacity() except RuntimeError: self.overflow = True
def to_json(self) -> dict: poses = ( np.stack(self.poses) if self.poses else np.zeros((0, self.model.body_count, 7), np.float32) ) return { "label": self.label, "fps": self.fps, "ghost": self.ghost, "slot": self.slot, "scene": self.scene, "bodies": int(self.model.body_count), "frames": int(poses.shape[0]), "poses": base64.b64encode(poses.astype(np.float32).tobytes()).decode(), "shapes": _shape_table(self.model), "metric": self.metrics, "awake": self.awake or None, "particles": self._particles_json(), "wall_s": round(self.wall, 3), "overflow": self.overflow, }
def _particles_json(self): if not self.particles: return None frames = np.stack(self.particles) tris = self.model.tri_indices radius = self.model.particle_radius.numpy() return { "count": int(frames.shape[1]), "frames": base64.b64encode(frames.astype(np.float32).tobytes()).decode(), "radius": round(float(radius.mean()), 5) if radius.size else 0.0, "tris": [int(v) for v in tris.numpy().reshape(-1)] if tris is not None and tris.shape[0] else None, }
def _shape_table(model): types = model.shape_type.numpy() scales = model.shape_scale.numpy() xforms = model.shape_transform.numpy() bodies = model.shape_body.numpy() flags = model.shape_flags.numpy() shapes = [] for i, t in enumerate(types): if int(t) not in _RENDERED_TYPES or not flags[i] & int(newton.ShapeFlags.VISIBLE): continue shape = { "b": int(bodies[i]), "t": int(t), "s": [round(float(v), 5) for v in scales[i]], "x": [round(float(v), 6) for v in xforms[i]], } if int(t) in (newton.GeoType.MESH, newton.GeoType.CONVEX_MESH): mesh = model.shape_source[i] shape["v"] = [round(float(v), 5) for v in np.asarray(mesh.vertices).reshape(-1)] shape["i"] = [int(v) for v in np.asarray(mesh.indices).reshape(-1)] shapes.append(shape) return shapes
def _round(value): value = float(value) return round(value, 5) if np.isfinite(value) else None
def _newton_commit(): if os.environ.get("NEWTON_COMMIT"): return os.environ["NEWTON_COMMIT"] try: root = os.path.dirname(os.path.dirname(newton.__file__)) return subprocess.check_output(["git", "-C", root, "rev-parse", "HEAD"], text=True).strip() except (OSError, subprocess.CalledProcessError): return NoneRecorded with SolverSteel on Newton 1.9.0.dev0, Warp 1.19.0, NVIDIA RTX PRO 6000 Blackwell Server Edition. Replays read the state back every frame, so they are not a speed benchmark. Script · page text
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