Add metallic and roughness scalar attributes to materials.
Rename `light_radius` -> `light_bulbradius`, make the default value 0.02. PiperOrigin-RevId: 627032170 Change-Id: I1e01e2eca028c0aefc2e7dc384e8b34abac184aa
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@@ -794,10 +794,10 @@ struct mjModel_ {
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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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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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mjtByte* light_active; // is light on (nlight x 1)
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mjtNum* light_pos; // position rel. to body frame (nlight x 3)
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mjtNum* light_dir; // direction rel. to body frame (nlight x 3)
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mjtNum* light_radius; // radius of the light (nlight x 1)
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mjtNum* light_poscom0; // global position rel. to sub-com in qpos0 (nlight x 3)
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mjtNum* light_pos0; // global position rel. to body in qpos0 (nlight x 3)
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mjtNum* light_dir0; // global direction in qpos0 (nlight x 3)
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@@ -934,6 +934,8 @@ struct mjModel_ {
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float* mat_specular; // specular (x white) (nmat x 1)
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float* mat_shininess; // shininess coef (nmat x 1)
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float* mat_reflectance; // reflectance (0: disable) (nmat x 1)
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float* mat_metallic; // metallic coef (nmat x 1)
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float* mat_roughness; // roughness coef (nmat x 1)
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float* mat_rgba; // rgba (nmat x 4)
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// predefined geom pairs for collision detection; has precedence over exclude
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@@ -263,6 +263,7 @@ struct mjvLight_ { // OpenGL light
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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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};
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typedef struct mjvLight_ mjvLight;
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@@ -493,6 +494,7 @@ struct mjvSceneState_ {
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mjtByte* light_directional;
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mjtByte* light_castshadow;
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float* light_bulbradius;
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mjtByte* light_active;
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float* light_attenuation;
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float* light_cutoff;
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@@ -560,6 +562,8 @@ struct mjvSceneState_ {
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float* mat_specular;
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float* mat_shininess;
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float* mat_reflectance;
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float* mat_metallic;
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float* mat_roughness;
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float* mat_rgba;
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int* eq_type;
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@@ -292,10 +292,10 @@
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X ( int, light_targetbodyid, nlight, 1 ) \
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XMJV( mjtByte, light_directional, nlight, 1 ) \
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XMJV( mjtByte, light_castshadow, nlight, 1 ) \
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XMJV( float, light_bulbradius, nlight, 1 ) \
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XMJV( mjtByte, light_active, nlight, 1 ) \
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X ( mjtNum, light_pos, nlight, 3 ) \
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X ( mjtNum, light_dir, nlight, 3 ) \
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X ( mjtNum, light_radius, nlight, 1 ) \
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X ( mjtNum, light_poscom0, nlight, 3 ) \
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X ( mjtNum, light_pos0, nlight, 3 ) \
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X ( mjtNum, light_dir0, nlight, 3 ) \
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@@ -418,6 +418,8 @@
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XMJV( float, mat_specular, nmat, 1 ) \
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XMJV( float, mat_shininess, nmat, 1 ) \
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XMJV( float, mat_reflectance, nmat, 1 ) \
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XMJV( float, mat_metallic, nmat, 1 ) \
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XMJV( float, mat_roughness, nmat, 1 ) \
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XMJV( float, mat_rgba, nmat, 4 ) \
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X ( int, pair_dim, npair, 1 ) \
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X ( int, pair_geom1, npair, 1 ) \
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