Add ability to specify a material assignment to a mesh asset.
This extends both the spec and the XML definition to allow specification of a material name on a mesh. This material acts as a fallback in the case that the referencing geom element does not specify a material of it's own. PiperOrigin-RevId: 798232378 Change-Id: Iaf300c727732744ea1b613e64334ee505ac6e209
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Copybara-Service
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@@ -1424,6 +1424,11 @@ The full list of processing steps applied by the compiler to each mesh is as fol
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The parameters used to generate a builtin mesh. The number and type of parameters and their semantic depends on the
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mesh type. See :ref:`mesh/builtin<asset-mesh-builtin>` for details.
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.. _asset-mesh-material:
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:at:`material`: :at-val:`string, optional`
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Fallback material for mesh geoms that do not specify their own material.
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.. _mesh-plugin:
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:el-prefix:`mesh/` |-| **plugin** (?)
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@@ -2553,13 +2558,15 @@ helps clarify the role of bodies and geoms in MuJoCo.
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.. _body-geom-material:
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:at:`material`: :at-val:`string, optional`
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If specified, this attribute applies a material to the geom. The material determines the visual properties of the
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geom. The only exception is color: if the rgba attribute below is different from its internal default, it takes
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precedence while the remaining material properties are still applied. Note that if the same material is referenced
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from multiple geoms (as well as sites and tendons) and the user changes some of its properties at runtime, these
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changes will take effect immediately for all model elements referencing the material. This is because the compiler
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saves the material and its properties as a separate element in mjModel, and the elements using this material only
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keep a reference to it.
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If specified, this attribute applies a material to the geom. Otherwise, if unspecified and the type of the geom is
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a **mesh** the compiler will apply the mesh asset :ref:`material <asset-mesh-material>` if present.
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The material determines the visual properties of the geom. The only exception is color: if the rgba attribute below
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is different from its internal default, it takes precedence while the remaining material properties are still
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applied. Note that if the same material is referenced from multiple geoms (as well as sites and tendons) and the user
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changes some of its properties at runtime, these changes will take effect immediately for all model elements
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referencing the material. This is because the compiler saves the material and its properties as a separate element in
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mjModel, and the elements using this material only keep a reference to it.
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.. _body-geom-rgba:
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