Add shellinertia support for primitives: sphere, capsule, cylinder, ellipsoid, and box.
PiperOrigin-RevId: 661407997 Change-Id: Icddac58c540c71ea26ac7a3be874788443bd1122
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@@ -851,10 +851,14 @@ Geoms (short for geometric primitive) are used to specify appearance and collisi
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and is rigidly attached to that body. Multiple geoms can be attached to the same body. This is particularly useful in
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light of the fact that MuJoCo's collision detector assumes that all geoms are convex (it internally replaces meshes with
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their convex hulls if the meshes are not convex). Thus if you want to model a non-convex shape, you have to decompose it
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into a union of convex geoms and attach all of them to the same body. Geoms can also have mass and inertia in the XML
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model (or rather material density which is used to compute the mass and inertia), but that is only used to compute the
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body mass and inertia in the model compiler. In the actual ``mjModel`` being simulated geoms do not have inertial
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properties.
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into a union of convex geoms and attach all of them to the same body.
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A geom can also have density or mass values specified in the XML, which the model compiler uses to compute the parent
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body's mass and inertia. Mass is either specified or computed from a geom's volume and :ref:`density
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<body-geom-density>`. Inertia is computed from the mass, shape, and uniform density assumption. If the
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:ref:`shellinertia <body-geom-shellinertia>` flag is set, mass is assumed to be uniformly distributed on the **surface**,
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:at:`density` is interpreted as mass-per-area, and the inertia contribution to the parent body is computed accordingly.
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In the actual ``mjModel`` being simulated, geoms do not have inertial properties.
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Sites are light geoms. They have the same appearance properties but cannot participate in collisions and cannot be used
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to infer body masses. On the other hand sites can do things that geoms cannot do: they can specify the volumes of touch
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