Add ray normal computation for primitives (currently private)
PiperOrigin-RevId: 834294539 Change-Id: I176f13a8f91dede589338fc44e099a16bac0b580
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Copybara-Service
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@@ -54,10 +54,15 @@ MJAPI mjtNum ray_triangle(mjtNum v[][3], const mjtNum lpnt[3], const mjtNum lvec
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MJAPI mjtNum mj_rayMesh(const mjModel* m, const mjData* d, int geomid,
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const mjtNum pnt[3], const mjtNum vec[3]);
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// intersect ray with pure geom, no meshes or hfields
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// intersect ray with primitive geom, no meshes or hfields
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MJAPI mjtNum mju_rayGeom(const mjtNum pos[3], const mjtNum mat[9], const mjtNum size[3],
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const mjtNum pnt[3], const mjtNum vec[3], int geomtype);
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// intersect ray with primitive geom, no meshes or hfields, compute normal if given
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MJAPI mjtNum mju_rayGeomNormal(const mjtNum pos[3], const mjtNum mat[9], const mjtNum size[3],
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const mjtNum pnt[3], const mjtNum vec[3], int geomtype,
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mjtNum normal[3]);
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// intersect ray with flex, return nearest vertex id
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MJAPI mjtNum mju_rayFlex(const mjModel* m, const mjData* d, int flex_layer, mjtByte flg_vert,
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mjtByte flg_edge, mjtByte flg_face, mjtByte flg_skin, int flexid,
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