Cleanup asset/mesh in XML doc.
PiperOrigin-RevId: 615156721 Change-Id: Ia2a6051506f9b3f4f2d7919893381f40f3e037df
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@@ -1208,12 +1208,13 @@ specified as OBJ or XML and an error message is returned.
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The size of the mesh is determined by the 3D coordinates of the vertex data in the mesh file, multiplied by the
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components of the :at:`scale` attribute below. Scaling is applied separately for each coordinate axis. Note that
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negative scaling values can be used to flip the mesh; this is a legitimate operation. The size parameters of the
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referening geoms are ignored, similarly to height fields. We also provide a mechanism to translate and
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referencing geoms are ignored, similarly to height fields. We also provide a mechanism to translate and
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rotate the 3D coordinates, using the attributes :ref:`refpos<asset-mesh-refpos>` and :ref:`refquat<asset-mesh-refquat>`.
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A mesh can also be defined without faces (a point cloud essentially). In that case
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the convex hull is constructed automatically, even if the compiler attribute convexhull is false. This makes it easy to
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construct simple shapes directly in the XML. For example, a pyramid can be created as:
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the convex hull is constructed automatically, even if the compiler attribute :at:`convexhull` is
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false. This makes it easy to construct simple shapes directly in the XML. For example, a pyramid can
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be created as follows:
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.. code-block:: xml
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@@ -1234,7 +1235,7 @@ that the joint position is (0,0,0) in the body frame, and simply reference the m
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a forearm, containing all the information needed to put the mesh where one would expect it to be. The body position is
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specified relative to the parent body, namely the upper arm (not shown). It is offset by 35 cm which is the typical
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length of the human upper arm. If the mesh vertex data were not designed in the above convention, we would have to use
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the geom position and orientation (or the :at:`refpos`, :at:`refquat`` mechanism) to compensate, but in practice this is
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the geom position and orientation (or the :at:`refpos`, :at:`refquat` mechanism) to compensate, but in practice this is
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rarely needed.
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.. code-block:: xml
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@@ -1261,7 +1262,7 @@ The full list of processing steps applied by the compiler to each mesh is as fol
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the desired vertices and faces have already been generated and do not apply removal or re-indexing;
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#. If vertex normals are not provided, generate normals automatically, using a weighted average of the surrounding face
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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 smoothnormal is true. Note that normals cannot be provided with STL meshes;
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the edge, unless :ref:`smoothnormal` is true. 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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#. 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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