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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Copybara-Service
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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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