Rephrase documentation in places where "parent body" creates ambiguity between "the body which contains the element" and "the parent body of the body which contains the element".
Fixes #1127 PiperOrigin-RevId: 576486971 Change-Id: I54d0c351e95101c5f7907a3c5bb6be18904c03ad
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Copybara-Service
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@@ -2161,10 +2161,10 @@ This element creates a joint. As explained in :ref:`Kinematic tree <CTree>`, a j
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between the body where it is defined and the body's parent. If multiple joints are defined in the same body, the
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between the body where it is defined and the body's parent. If multiple joints are defined in the same body, the
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corresponding spatial transformations (of the body frame relative to the parent frame) are applied in order. If no
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corresponding spatial transformations (of the body frame relative to the parent frame) are applied in order. If no
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joints are defined, the body is welded to its parent. Joints cannot be defined in the world body. At runtime the
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joints are defined, the body is welded to its parent. Joints cannot be defined in the world body. At runtime the
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positions and orientations of all joints defined in the model are stored in the vector mjData.qpos, in the order in
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positions and orientations of all joints defined in the model are stored in the vector ``mjData.qpos``, in the order in
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which the appear in the kinematic tree. The linear and angular velocities are stored in the vector mjData.qvel. These
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which the appear in the kinematic tree. The linear and angular velocities are stored in the vector ``mjData.qvel``.
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two vectors have different dimensionality when free or ball joints are used, because such joints represent rotations as
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These two vectors have different dimensionality when free or ball joints are used, because such joints represent
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unit quaternions.
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rotations as unit quaternions.
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.. _body-joint-name:
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.. _body-joint-name:
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@@ -2211,7 +2211,8 @@ unit quaternions.
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.. _body-joint-pos:
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.. _body-joint-pos:
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:at:`pos`: :at-val:`real(3), "0 0 0"`
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:at:`pos`: :at-val:`real(3), "0 0 0"`
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Position of the joint, specified in the frame of the parent body. For free joints this attribute is ignored.
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Position of the joint, specified in the frame of the body where the joint is defined.
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For free joints this attribute is ignored.
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.. _body-joint-axis:
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.. _body-joint-axis:
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@@ -2654,7 +2655,7 @@ helps clarify the role of bodies and geoms in MuJoCo.
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.. _body-geom-pos:
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.. _body-geom-pos:
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:at:`pos`: :at-val:`real(3), "0 0 0"`
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:at:`pos`: :at-val:`real(3), "0 0 0"`
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Position of the geom, specified in the frame of the parent body.
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Position of the geom, specified in the frame of the body where the geom is defined.
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.. _body-geom-quat:
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.. _body-geom-quat:
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@@ -2698,8 +2699,8 @@ helps clarify the role of bodies and geoms in MuJoCo.
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:at:`fluidshape`: :at-val:`[none, ellipsoid], "none"`
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:at:`fluidshape`: :at-val:`[none, ellipsoid], "none"`
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"ellipsoid" activates the geom-level fluid interaction model based on an ellipsoidal approximation of the geom
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"ellipsoid" activates the geom-level fluid interaction model based on an ellipsoidal approximation of the geom
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shape. When active, the model based on :ref:`body inertia sizes <flInertia>` is disabled for the parent body.
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shape. When active, the model based on :ref:`body inertia sizes <flInertia>` is disabled for the body in which the
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See section on :ref:`ellipsoid-based<flEllipsoid>` fluid interaction model for details.
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geom is defined. See section on :ref:`ellipsoid-based<flEllipsoid>` fluid interaction model for details.
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.. _body-geom-fluidcoef:
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.. _body-geom-fluidcoef:
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@@ -2879,15 +2880,15 @@ and the +Y axis points up. Thus the frame position and orientation are the key a
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:at:`mode`: :at-val:`[fixed, track, trackcom, targetbody, targetbodycom], "fixed"`
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:at:`mode`: :at-val:`[fixed, track, trackcom, targetbody, targetbodycom], "fixed"`
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This attribute specifies how the camera position and orientation in world coordinates are computed in forward
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This attribute specifies how the camera position and orientation in world coordinates are computed in forward
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kinematics (which in turn determine what the camera sees). "fixed" means that the position and orientation specified
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kinematics (which in turn determine what the camera sees). "fixed" means that the position and orientation specified
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below are fixed relative to the parent (i.e., the body where the camera is defined). "track" means that the camera
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below are fixed relative to the the body where the camera is defined. "track" means that the camera position is at a
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position is at a constant offset from the parent in world coordinates, while the camera orientation is constant in
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constant offset from the body in world coordinates, while the camera orientation is constant in world coordinates.
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world coordinates. These constants are determined by applying forward kinematics in qpos0 and treating the camera as
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These constants are determined by applying forward kinematics in qpos0 and treating the camera as fixed. Tracking can
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fixed. Tracking can be used for example to position a camera above a body, point it down so it sees the body, and
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be used for example to position a camera above a body, point it down so it sees the body, and have it always remain
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have it always remain above the body no matter how the body translates and rotates. "trackcom" is similar to "track"
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above the body no matter how the body translates and rotates. "trackcom" is similar to "track" but the constant
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but the constant spatial offset is defined relative to the center of mass of the kinematic subtree starting at the
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spatial offset is defined relative to the center of mass of the kinematic subtree starting at the body in which the
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parent body. This can be used to keep an entire mechanism in view. Note that the subtree center of mass for the world
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camera is defined. This can be used to keep an entire mechanism in view. Note that the subtree center of mass for the
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body is the center of mass of the entire model. So if a camera is defined in the world body in mode "trackcom", it
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world body is the center of mass of the entire model. So if a camera is defined in the world body in mode "trackcom",
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will track the entire model. "targetbody" means that the camera position is fixed in the parent body, while the
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it will track the entire model. "targetbody" means that the camera position is fixed in the body frame, while the
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camera orientation is adjusted so that it always points towards the targeted body (which is specified with the target
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camera orientation is adjusted so that it always points towards the targeted body (which is specified with the target
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attribute below). This can be used for example to model an eye that fixates a moving object; the object will be the
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attribute below). This can be used for example to model an eye that fixates a moving object; the object will be the
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target, and the camera/eye will be defined in the body corresponding to the head. "targetbodycom" is the same as
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target, and the camera/eye will be defined in the body corresponding to the head. "targetbodycom" is the same as
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+3
-3
@@ -198,8 +198,8 @@ Coordinate frames
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~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~
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The positions and orientations of all elements defined in the kinematic tree are expressed in local coordinates,
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The positions and orientations of all elements defined in the kinematic tree are expressed in local coordinates,
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relative to the parent body for bodies, and relative to the body that owns the element for geoms, joints, sites, cameras
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relative to the parent body for bodies, and relative to the body that contains the element for geoms, joints, sites,
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and lights.
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cameras and lights.
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A related attribute is :ref:`compiler/angle<compiler-angle>`. It specifies whether angles in the MJCF file are expressed
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A related attribute is :ref:`compiler/angle<compiler-angle>`. It specifies whether angles in the MJCF file are expressed
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in degrees or radians (after compilation, angles are always expressed in radians).
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in degrees or radians (after compilation, angles are always expressed in radians).
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@@ -981,7 +981,7 @@ Cameras
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Besides the default, user-controllable, free camera, "fixed" cameras can be attached to the kinematic tree.
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Besides the default, user-controllable, free camera, "fixed" cameras can be attached to the kinematic tree.
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Extrinsics
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Extrinsics
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By default, camera frames are attached to the parent body. The optional :ref:`mode<body-camera-mode>` and
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By default, camera frames are attached to the containing body. The optional :ref:`mode<body-camera-mode>` and
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:ref:`target<body-camera-target>` attributes can be used to specify camera that track (move with) or target (look at)
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:ref:`target<body-camera-target>` attributes can be used to specify camera that track (move with) or target (look at)
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a body or subtree. Cameras look towards the negative Z axis of the camera frame, while positive X and Y correspond to
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a body or subtree. Cameras look towards the negative Z axis of the camera frame, while positive X and Y correspond to
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*right* and *up* in the image plane, respectively.
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*right* and *up* in the image plane, respectively.
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