Convert light directional boolean into a type enum.
PiperOrigin-RevId: 761983728 Change-Id: Id5bf93c103e5358d9c5cd9f1176532a978e0b3a8
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Copybara-Service
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@@ -129,6 +129,14 @@ typedef enum mjtCamLight_ { // tracking mode for camera and light
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} mjtCamLight;
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typedef enum mjtLightType_ { // type of light
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mjLIGHT_SPOT = 0, // spot
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mjLIGHT_DIRECTIONAL, // directional
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mjLIGHT_POINT, // point
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mjLIGHT_IMAGE, // image-based
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} mjtLightType;
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typedef enum mjtTexture_ { // type of texture
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mjTEXTURE_2D = 0, // 2d texture, suitable for planes and hfields
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mjTEXTURE_CUBE, // cube texture, suitable for all other geom types
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@@ -849,7 +857,7 @@ struct mjModel_ {
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int* light_mode; // light tracking mode (mjtCamLight) (nlight x 1)
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int* light_bodyid; // id of light's body (nlight x 1)
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int* light_targetbodyid; // id of targeted body; -1: none (nlight x 1)
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mjtByte* light_directional; // directional light (nlight x 1)
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int* light_type; // spot, directional, etc. (mjtLightType) (nlight x 1)
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mjtByte* light_castshadow; // does light cast shadows (nlight x 1)
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float* light_bulbradius; // light radius for soft shadows (nlight x 1)
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float* light_intensity; // intensity, in candela (nlight x 1)
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@@ -394,7 +394,7 @@ typedef struct mjsLight_ { // light specification
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// intrinsics
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mjtByte active; // is light active
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mjtByte directional; // is light directional or spot
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mjtLightType type; // type of light
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mjtByte castshadow; // does light cast shadows
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float bulbradius; // bulb radius, for soft shadows
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float intensity; // intensity, in candelas
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@@ -261,6 +261,7 @@ typedef struct mjvGeom_ mjvGeom;
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struct mjvLight_ { // OpenGL light
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float pos[3]; // position rel. to body frame
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float dir[3]; // direction rel. to body frame
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int type; // type (mjtLightType)
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float attenuation[3]; // OpenGL attenuation (quadratic model)
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float cutoff; // OpenGL cutoff
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float exponent; // OpenGL exponent
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@@ -268,7 +269,6 @@ struct mjvLight_ { // OpenGL light
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float diffuse[3]; // diffuse rgb (alpha=1)
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float specular[3]; // specular rgb (alpha=1)
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mjtByte headlight; // headlight
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mjtByte directional; // directional light
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mjtByte castshadow; // does light cast shadows
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float bulbradius; // bulb radius for soft shadows
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float intensity; // intensity, in candelas
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@@ -299,7 +299,7 @@
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X ( int, light_mode, nlight, 1 ) \
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X ( int, light_bodyid, nlight, 1 ) \
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X ( int, light_targetbodyid, nlight, 1 ) \
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X ( mjtByte, light_directional, nlight, 1 ) \
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X ( int, light_type, nlight, 1 ) \
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X ( mjtByte, light_castshadow, nlight, 1 ) \
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X ( float, light_bulbradius, nlight, 1 ) \
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X ( float, light_intensity, nlight, 1 ) \
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