Add support for normal maps in mujoco file format plugin
PiperOrigin-RevId: 771992722 Change-Id: Ifeae9e12f1071018112e697402361caa84095ff2
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Copybara-Service
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bb1b2db3a9
@@ -148,15 +148,28 @@ TEST_F(MjcfSdfFileFormatPluginTest, TestMaterials) {
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EXPECT_PRIM_VALID(stage,
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"/mesh_test/Materials/material_texture/PreviewSurface");
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EXPECT_PRIM_VALID(stage, "/mesh_test/Materials/material_texture/uvmap");
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EXPECT_PRIM_VALID(stage, "/mesh_test/Materials/material_texture/texture");
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EXPECT_PRIM_VALID(stage, "/mesh_test/Materials/material_texture/diffuse");
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ExpectAttributeHasConnection(
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stage,
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"/mesh_test/Materials/material_texture/"
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"PreviewSurface.inputs:diffuseColor",
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"/mesh_test/Materials/material_texture/texture.outputs:rgb");
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"/mesh_test/Materials/material_texture/diffuse.outputs:rgb");
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ExpectAttributeEqual(
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stage, "/mesh_test/Materials/material_texture/texture.inputs:file",
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stage, "/mesh_test/Materials/material_texture/diffuse.inputs:file",
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pxr::SdfAssetPath("textures/cube.png"));
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EXPECT_PRIM_VALID(stage, "/mesh_test/Materials/material_layered");
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EXPECT_PRIM_VALID(stage, "/mesh_test/Materials/material_layered/uvmap");
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EXPECT_PRIM_VALID(stage, "/mesh_test/Materials/material_layered/diffuse");
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EXPECT_PRIM_VALID(stage, "/mesh_test/Materials/material_layered/normal");
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ExpectAttributeHasConnection(
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stage,
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"/mesh_test/Materials/material_layered/"
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"PreviewSurface.inputs:normal",
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"/mesh_test/Materials/material_layered/normal.outputs:rgb");
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ExpectAttributeEqual(
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stage, "/mesh_test/Materials/material_layered/normal.inputs:file",
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pxr::SdfAssetPath("textures/normal.png"));
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}
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TEST_F(MjcfSdfFileFormatPluginTest, TestGeomRgba) {
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@@ -1,8 +1,14 @@
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<mujoco model="mesh test">
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<asset>
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<texture name="texture" file="textures/cube.png" type="2d" />
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<texture name="diffuse_tex" file="textures/cube.png" type="2d" />
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<texture name="normal_tex" file="textures/normal.png" type="2d" />
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<material name="material_red" rgba="0.8 0 0 1" />
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<material name="material_texture" texture="texture" />
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<material name="material_texture" texture="diffuse_tex" />
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<material name="material_layered">
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<layer texture="diffuse_tex" role="rgb"/>
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<layer texture="normal_tex" role="normal"/>
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</material>
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2d texture="diffuse" normal="normal" />
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<mesh name="tetrahedron" vertex="0 0 0 1 0 0 0 1 0 0 0 1"/>
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</asset>
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<worldbody>
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