Fix quaternion typos.
PiperOrigin-RevId: 453203844 Change-Id: I7d788c21bb00b7746f941fb2cf755f0b046e35f2
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@@ -543,7 +543,7 @@ mjtSensor
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mjSENS_ACTUATORFRC, // scalar actuator force
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// sensors related to ball joints
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mjSENS_BALLQUAT, // 4D ball joint quaterion
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mjSENS_BALLQUAT, // 4D ball joint quaternion
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mjSENS_BALLANGVEL, // 3D ball joint angular velocity
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// joint and tendon limit sensors, in constraint space
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@@ -3162,7 +3162,7 @@ Numeric constants
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| | | array sizes which we have not fully settled. There may be reasons to increase them in |
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| | | the future, so as to accommodate extra parameters needed for more elaborate |
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| | | computations. This is why we maintain them as symbolic constants that can be easily |
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| | | changed, as opposed to the array size for representing quaterions for example - which |
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| | | changed, as opposed to the array size for representing quaternions for example - which |
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| | | has no reason to change. |
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+------------------+--------+----------------------------------------------------------------------------------------+
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| mjNDYN | 10 | The maximal number of real-valued parameters used to define the activation dynamics of |
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@@ -4549,7 +4549,7 @@ mj_normalizeQuat
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void mj_normalizeQuat(const mjModel* m, mjtNum* qpos);
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Normalize all quaterions in qpos-type vector.
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Normalize all quaternions in qpos-type vector.
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.. _mj_local2Global:
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@@ -6184,7 +6184,7 @@ mju_mat2Quat
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void mju_mat2Quat(mjtNum quat[4], const mjtNum mat[9]);
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Convert 3D rotation matrix to quaterion.
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Convert 3D rotation matrix to quaternion.
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.. _mju_derivQuat:
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@@ -6206,7 +6206,7 @@ mju_quatIntegrate
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void mju_quatIntegrate(mjtNum quat[4], const mjtNum vel[3], mjtNum scale);
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Integrate quaterion given 3D angular velocity.
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Integrate quaternion given 3D angular velocity.
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.. _mju_quatZ2Vec:
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@@ -2783,7 +2783,7 @@ subelements. The file format starts with a header of 4 integers: nvertex, ntexco
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the same as in meshes, and specify the total number of vertices, texture coordinate pairs, and triangle faces in the
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skin. ntexcoord can be zero or equal to nvertex. nbone specifies the number of MuJoCo bodies that will be used as
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bones in the skin. The header is followed by the vertex, texcoord and face data, followed by a specification for each
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bone. The bone specification contains the name of the corresponding model body, 3D bind position, 4D bind quaterion,
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bone. The bone specification contains the name of the corresponding model body, 3D bind position, 4D bind quaternion,
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number of vertices influenced by the bone, and the vertex index array and weight array. Body names are represented as
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fixed-length character arrays and are expected to be 0-terminated. Characters after the first 0 are ignored. The
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contents of the SKN file are:
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@@ -5020,7 +5020,7 @@ bodies whose center of mass is of interest.
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:at:`objname`: :at-val:`string, required`
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Name of the MuJoCo object to which the sensor is attached.
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:at:`datatype`: :at-val:`[real, positive, axis, quaternion], required`
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The type of output generated by this sensor. "axis" means a unit-length 3D vector. "quat" means a unit quaterion.
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The type of output generated by this sensor. "axis" means a unit-length 3D vector. "quat" means a unit quaternion.
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These need to be declared because when MuJoCo adds noise, it must respect the vector normalization. "real" means a
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generic array (or scalar) of real values to which noise can be added independently.
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:at:`needstage`: :at-val:`[pos, vel, acc], required`
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+1
-1
@@ -1136,7 +1136,7 @@ the standard convention, we set A_rowadr[r] = r*n. MuJoCo uses sparse matrices i
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To represent 3D orientations and rotations, MuJoCo uses unit quaternions - namely 4D unit vectors arranged as q = (w,
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x, y, z). Here (x, y, z) is the rotation axis unit vector scaled by sin(a/2), where a is the rotation angle in
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radians, and w = cos(a/2). Thus the quaternion corresponding to a null rotation is (1, 0, 0, 0). This is the default
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setting of all quaterions in MJCF.
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setting of all quaternions in MJCF.
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MuJoCo also uses 6D spatial vectors internally. These are quantities in mjData prefixed with 'c', namely cvel, cacc,
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cdot, etc. They are spatial motion and force vectors that combine a 3D rotational component followed by a 3D
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