Brick Solid
Solid brick element with geometry, inertia, and color
Libraries:
Simscape /
Multibody /
Body Elements
Description
The Brick Solid block models a prismatic solid centered at the reference frame origin, with faces oriented perpendicular to the x-, y-, and z-axes.

By default, the block has only one reference frame that defines the position and
orientation of the solid. To create additional frames on the body, in the
Frames section, select the Create button
.
You can use the block to model a single rigid body or create a compound rigid body by combining it with other solids that are rigidly connected and positioned using Rigid Transform blocks.
Compute Inertia Properties
You can compute the inertia properties of a solid, if you set the Inertia > Type parameter to
Calculate from Geometry. This setting exposes the
Inertia button in the toolstrip of the Property Inspector. To
compute the inertia properties, click the Inertia button and the visualization pane displays
the computed values.
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The block defines the center of mass in the reference frame of the solid and specifies the moments and products of inertia in the inertia frame of resolution, which aligns its axes with the reference frame and positions its origin at the center of mass of the solid.
Visualize Solid
The Property Inspector includes a visualization pane that provides instant visual feedback on the solid. Use the pane to check and adjust the shape and color of the solid. To inspect the solid from different angles, select a standard view, interact with the view selection cube or orientation triad, or rotate, pan, and zoom the display.

To view the latest changes to the solid geometry in the visualization pane, in the toolstrip, click Refresh. You can also display the frames on the solid and change the background color of the visualization pane by clicking Frames and Background in the toolstrip.
Examples
Creating a Simple Body
The first step in modeling a rigid body. This model is a simple body (brick) with a frame at each of two ends and a reference frame at the center of mass. The inertia for the body is specified as Geometric Inertia with a constant density. The block automatically computes the appropriate inertia components. This serves as a first approximation of the actual rigid body. In subsequent iterations more detail can be added to obtain a more accurate model of the actual rigid body.
Lead Screw with Friction
Models a lead screw with friction. The constraint force in the lead screw is measured and used to calculate the friction torque within the lead screw. A continuous stick-slip friction model is used to determine the coefficient of friction based on the relative rotational speed of the two parts connected by the lead screw.
Ports
Frame
Local reference frame of the brick solid. This frame is fixed with respect to the solid geometry. Connect this port to a frame entity—port, line, or junction—to resolve the placement of the reference frame in a model. For more information, see Working with Frames.
Geometry
Convex hull that represents the true geometry of the solid. Connect this port to a Spatial Contact Force block to model contacts on the solid.
Dependencies
To enable this port, under Geometry, expand Export and select Entire Geometry.
Parameters
Geometry
Lengths of the brick sides along the x-, y-, and z-axes of the solid reference frame. These lengths give, in no specific order, the width, thickness, and height of the brick.

Select Entire Geometry to export the true geometry of the Brick Solid block which can be used for other blocks, such as the Spatial Contact Force block.
Dependencies
To enable this option, select Entire Geometry under the Export.
Inertia
Inertia parameterization to use. Select Point
Mass to model a concentrated mass with negligible
rotational inertia. Select Custom to model a
distributed mass with the specified moments and products of inertia. The
default setting, Calculate from Geometry,
enables the block to automatically calculate the rotational inertia
properties from the solid geometry and specified mass or mass
density.
Parameter to use in inertia calculation. The block obtains the inertia tensor from the solid geometry and the parameter selected. Use Density if the material properties are known. Use Mass if the total solid mass if known.
Dependencies
To enable this parameter, set Type to Calculate
from Geometry.
Mass per unit volume of material. The value is a scalar with units of density and can be positive or negative. Specify a negative mass density to model the effects of a void or cavity in a solid body.
Dependencies
To enable this parameter, set:
Type to
Calculate from GeometryBased on to
Density
Total mass to attribute to the solid element. This parameter can be positive or negative. Use a negative value to capture the effect of a void or cavity in a compound body (one comprising multiple solids and inertias), being careful to ensure that the mass of the body is on the whole positive.
Dependencies
To enable this parameter, set Type to
Custom or Point Mass.
Alternatively, set Type to Calculate from
Geometry and then set Based on to
Mass.
[x y z] coordinates of the center of mass relative to the block reference frame.
Dependencies
To enable this parameter, set Type to
Custom.
Three-element vector with the [Ixx Iyy Izz] moments of inertia specified relative to a frame with origin at the center of mass and axes parallel to the block reference frame. The moments of inertia are the diagonal elements of the inertia tensor
where:
Dependencies
To enable this parameter, set Type to
Custom.
Three-element vector with the [Iyz Izx Ixy] products of inertia specified relative to a frame with origin at the center of mass and axes parallel to the block reference frame. The products of inertia are the off-diagonal elements of the inertia tensor
where:
Dependencies
To enable this parameter, set Type to
Custom.
Graphic
Type of the visual representation of the solid, specified as From Geometry, Marker, or None. Set the parameter to From Geometry to show the visual representation of the solid. Set the parameter to Marker to represent the solid as a marker. Set the parameter to None to hide the solid in the model visualization.
Parameterizations for specifying visual properties. Select
Simple to specify Diffuse
Color and Opacity. Select
Advanced to specify more visual
properties, such as Specular Color, Ambient
Color, Emissive Color, and
Shininess.
Dependencies
To enable this parameter, set Type to From
Geometry or
Marker.
Shape of the marker by means of which to visualize the solid. The motion of the marker reflects the motion of the solid itself.
Dependencies
To enable this parameter, set Type to Marker.
Width of the marker in pixels. This width does not scale with zoom level. Note that the apparent size of the marker depends partly on screen resolution, with higher resolutions packing more pixels per unit length, and therefore producing smaller icons.
Dependencies
To enable this parameter, set Type to Marker.
Color of the graphic under direct white light, specified as an [R G B] or [R G B A] vector on a 0–1 scale. An optional fourth element (A) specifies the color opacity on a scale of 0–1. Omitting the opacity element is equivalent to specifying a value of 1.
Dependencies
To enable this parameter, set Type to From
Geometry or Marker.
Graphic opacity, specified as a scalar in the range of 0 to 1. A scalar of 0 corresponds to completely transparent, and a scalar of 1 corresponds to completely opaque.
Dependencies
To enable this parameter, set:
Type to
From GeometryorMarker.Visual Properties to
Simple.
Color of the light due to diffuse reflection, specified as an [R,G,B] or [R,G,B,A] vector with values in the range of 0 to 1. The vector can be a row or column vector. The optional fourth element specifies the color opacity. Omitting the opacity element is equivalent to specifying a value of 1.
The diffuse color reflects the main color of the rendered solid and provides shading that gives the rendered object a three-dimensional appearance.
Dependencies
To enable this parameter, set:
Type to
From GeometryorMarker.Visual Properties to
Advanced.
Color of the light due to specular reflection, specified as an [R,G,B] or [R,G,B,A] vector with values in the range of 0 to 1. The vector can be a row or column vector. The optional fourth element specifies the color opacity. Omitting the opacity element is equivalent to specifying a value of 1. This parameter changes the color of the specular highlight, which is the bright spot on the rendered solid due to the reflection of the light from the light source.
Dependencies
To enable this parameter, set:
Type to
From GeometryorMarker.Visual Properties to
Advanced.
Color of the ambient light, specified as an [R,G,B] or [R,G,B,A] vector with values in the range of 0 to 1. The vector can be a row or column vector. The optional fourth element specifies the color opacity. Omitting the opacity element is equivalent to specifying a value of 1.
Ambient light refers to a general level of illumination that does not come directly from a light source. The Ambient light consists of light that has been reflected and re-reflected so many times that it is no longer coming from any particular direction. You can adjust this parameter to change the shadow color of the rendered solid.
Dependencies
To enable this parameter, set:
Type to
From GeometryorMarker.Visual Properties to
Advanced.
Color due to self illumination, specified as an [R,G,B] or [R,G,B,A] vector in the range of 0 to 1. The vector can be a row or column vector. The optional fourth element specifies the color opacity. Omitting the opacity element is equivalent to specifying a value of 1.
The emission color is color that does not come from any external source, and therefore seems to be emitted by the solid itself. When a solid has an emissive color, the solid can be seen even if there is no external light source.
Dependencies
To enable this parameter, set:
Type to
From GeometryorMarker.Visual Properties to
Advanced.
Sharpness of specular light reflections, specified as a scalar number on a 0–128 scale. Increase the shininess value for smaller but sharper highlights. Decrease the value for larger but smoother highlights.
Dependencies
To enable this parameter, set:
Type to
From GeometryorMarker.Visual Properties to
Advanced.
Frames
Select to expose the R port.
Click the Create button
to open a pane for creating a new
body-attached frame. In this pane, you can specify the name, origin, and
orientation for the frame.
To name the custom frame, click the text field of the Frame Name parameter. The name identifies the corresponding port on the solid block and in the tree view pane of the Multibody Explorer.
To select the Frame Origin of the custom frame, use one of the following methods:
At Reference Frame Origin: Make the new frame origin coincident with the origin of the reference frame of the solid.
At Center of Mass: Make the new frame origin coincident with the center of mass of the solid.
Based on Geometric Feature: Make the new frame origin coincident with the center of the selected feature. Valid features include surfaces, lines, and points. Select a feature from the visualization pane, then click Use Selected Feature to confirm the location of the origin. The name of the origin location appears in the field below this option.
To define the orientation of the custom frame, under the Frame Axes section, select the Primary Axis and Secondary Axis of the custom frame and then specify their directions.
Use the following methods to select a vector for specifying the directions of the primary and secondary axes. The primary axis is parallel to the selected vector and constrains the remaining two axes to its normal plane. The secondary axis is parallel to the projection of the selected vector onto the normal plane.
Along Reference Frame Axis: Selects an axis of the reference frame of the solid.
Along Principal Inertia Axis: Selects an axis of the principal inertia axis of the solid.
Based on Geometric Feature: Selects the vector associated with the chosen geometry feature of the solid. Valid features include surfaces and lines. The corresponding vector is indicated by a white arrow in the visualization pane. You can select a feature from the visualization pane and then click Use Selected Feature to confirm the selection. The name of the selected feature appears in the field below this option.
Frames that you have created. N is a unique identifying number for each
custom frame.
Click the text field to edit the name of an existing custom frame.
Click the Edit button
to edit other aspects of the
custom frame, such as origin and axes.Click the Delete button
to delete the custom
frame.
Dependencies
To enable this parameter, create a frame by clicking New Frame.
Extended Capabilities
C/C++ Code Generation
Generate C and C++ code using Simulink® Coder™.
Version History
Introduced in R2019b
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