Document where mesh transforms are saved, fixes #1894
PiperOrigin-RevId: 662836678 Change-Id: I060e3b1f29e82c6c3c188e730657cda7b99f63e9
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@@ -1106,7 +1106,8 @@ to convert to one of the other supported formats.
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.. _legacy-msh-docs:
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.. _legacy-msh-docs:
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MSH file format
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.. collapse:: Legacy MSH file format
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The binary MSH file starts with 4 integers specifying the number of vertex positions (nvertex), vertex normals
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The binary MSH file starts with 4 integers specifying the number of vertex positions (nvertex), vertex normals
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(nnormal), vertex texture coordinates (ntexcoord), and vertex indices making up the faces (nface), followed by the
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(nnormal), vertex texture coordinates (ntexcoord), and vertex indices making up the faces (nface), followed by the
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numeric data. nvertex must be at least 4. nnormal and ntexcoord can be zero (in which case the corresponding data is
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numeric data. nvertex must be at least 4. nnormal and ntexcoord can be zero (in which case the corresponding data is
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@@ -1190,7 +1191,8 @@ The full list of processing steps applied by the compiler to each mesh is as fol
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normals. If sharp edges are encountered, the renderer uses the face normals to preserve the visual information about
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normals. If sharp edges are encountered, the renderer uses the face normals to preserve the visual information about
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the edge, unless :ref:`smoothnormal<asset-mesh-smoothnormal>` is true.
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the edge, unless :ref:`smoothnormal<asset-mesh-smoothnormal>` is true.
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Note that normals cannot be provided with STL meshes;
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Note that normals cannot be provided with STL meshes;
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#. Scale, translate and rotate the vertices and normals, re-normalize the normals in case of scaling;
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#. Scale, translate and rotate the vertices and normals, re-normalize the normals in case of scaling. Save these
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transformations in ``mjModel.mesh_{pos, quat, scale}``.
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#. Construct the convex hull if specified;
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#. Construct the convex hull if specified;
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#. Find the centroid of all triangle faces, and construct the union-of-pyramids representation. Triangles whose area is
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#. Find the centroid of all triangle faces, and construct the union-of-pyramids representation. Triangles whose area is
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too small (below the :ref:`mjMINVAL <glNumeric>` value of 1E-14) result in compile error;
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too small (below the :ref:`mjMINVAL <glNumeric>` value of 1E-14) result in compile error;
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