Add documentation image variants compatible with dark mode. Fixes #587
PiperOrigin-RevId: 596265596 Change-Id: Iedd076fbb7a6dca77a91e52e538be1c764d1f8fb
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Copybara-Service
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@@ -318,7 +318,15 @@ of the function :math:`d(r)` is determined by the element-specific parameter vec
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units of :math:`\text{width}`. Note that when :math:`\text{power}` is 1, the function is linear regardless of the
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:math:`\text{midpoint}`.
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|image0|
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.. image:: images/modeling/impedance.png
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:width: 600px
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:align: center
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:class: only-light
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.. image:: images/modeling/impedance_dark.png
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:width: 600px
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:align: center
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:class: only-dark
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These plots show the impedance :math:`d(r)` on the vertical axis, as a function of the constraint violation :math:`r`
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on the horizontal axis.
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@@ -865,7 +873,15 @@ The advantage of the scaled quantities is that all muscles behave similarly in t
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captured by the Force-Length-Velocity (:math:`\text{\small FLV}`) function measured in many experimental papers. We
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approximate this function as follows:
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|image1|
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.. image:: images/modeling/musclemodel.png
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:width: 650px
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:align: center
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:class: only-light
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.. image:: images/modeling/musclemodel_dark.png
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:width: 650px
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:align: center
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:class: only-dark
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The function is in the form:
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@@ -907,7 +923,15 @@ Before embarking on a mission to design more accurate :math:`\text{\small FLV}`
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operating range of the muscle has a bigger effect than the shape of the :math:`\text{\small FLV}` function, and in many
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cases this parameter is unknown. Below is a graphical illustration:
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|image2|
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.. image:: images/modeling/musclerange.png
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:width: 500px
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:align: center
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:class: only-light
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.. image:: images/modeling/musclerange_dark.png
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:width: 500px
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:align: center
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:class: only-dark
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This figure format is common in the biomechanics literature, showing the operating range of each muscle superimposed on
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the normalized :math:`\text{FL}` curve (ignore the vertical displacement). Our default range is shown in black. The blue
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@@ -1311,7 +1335,9 @@ A flex is a collection of MuJoCo bodies that are connected with massless stretch
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capsules (1D flex), triangles (2D flex), or tetrahedra (3D flex). In all cases we allow a radius, which makes the
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elements smooth and also volumetric in 1D and 2D. The primitive elements are illustrated below:
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|flexelem|
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.. image:: images/modeling/flexelem.png
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:width: 600px
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:align: center
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Thus far these look like geoms. But the key difference is that they deform: as the bodies (vertices) move independently
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of each other, the shape of the elements changes in real time. Collisions and contact forces are now generalized to
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@@ -1677,12 +1703,6 @@ in a visible way, and the energy fluctuates around the initial value instead of
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</worldbody>
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.. |image0| image:: images/modeling/impedance.png
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:width: 600px
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.. |image1| image:: images/modeling/musclemodel.png
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:width: 650px
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.. |image2| image:: images/modeling/musclerange.png
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:width: 400px
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.. |image3| image:: images/modeling/tendonwraps.png
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:width: 500px
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.. |image4| image:: images/modeling/particle.png
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@@ -1719,8 +1739,6 @@ in a visible way, and the energy fluctuates around the initial value instead of
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:height: 250px
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.. |particle| image:: images/models/particle.gif
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:width: 270px
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.. |flexelem| image:: images/modeling/flexelem.png
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:width: 400px
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.. |bunny1| image:: images/modeling/bunny1.png
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:width: 300px
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.. |bunny2| image:: images/modeling/bunny2.png
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