Delete mentions of MuJoCo 2.0 in the docs.
PiperOrigin-RevId: 578501679 Change-Id: Ie1fdd1d11d2e1e12b3f9f1e59bd4da705b3a7c7e
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@@ -1082,9 +1082,9 @@ file.
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color in GL_MODULATE mode. The texture data can be loaded from PNG files, with provisions for loading cube and skybox
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textures. Alternatively the data can be generated by the compiler as a procedural texture. Because different texture
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types require different parameters, only a subset of the attributes below are used for any given texture.
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| MuJoCo 2.0 introduced a second file format for loading textures, in addition to PNG. If the file name extension is
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| A second file format is supported for loading textures, in addition to PNG. If the file name extension is
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different from .png or .PNG, or if the ``content_type`` attribute is set to ``image/vnd.mujoco.texture``, then MuJoCo
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assumes that the texture is in the new format. This is a custom binary file format, containing the following data:
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assumes that the texture is in this format. This is a custom binary file format, containing the following data:
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.. code:: Text
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@@ -1397,7 +1397,7 @@ attribute of the :ref:`compiler <compiler>` element which controls the automatic
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appearance (including texture mapping) is controlled by the :at:`material` and :at:`rgba` attributes of the referencing
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geom, similarly to height fields.
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Starting with MuJoCo 2.0, meshes can have explicit texture coordinates instead of relying on the automated texture
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Meshes can have explicit texture coordinates instead of relying on the automated texture
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mapping mechanism. When provided, these explicit coordinates have priority. Note that texture coordinates can be
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specified with OBJ files and MSH files, as well as explicitly in the XML with the :at:`texcoord` attribute, but not via
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STL files. These mechanism cannot be mixed. So if you have an STL mesh, the only way to add texture coordinates to it is
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@@ -1431,17 +1431,17 @@ 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. As of MuJoCo 2.0 we also provide a mechanism to translate and
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rotate the 3D coordinates, using the attributes refpos and refquat.
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referening 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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Another new feature in MuJoCo 2.0 is that a mesh can be defined without faces (a point cloud essentially). In that case
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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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.. code-block:: xml
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<asset>
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<mesh name="pyramid" vertex="0 0 0 1 0 0 0 1 0 0 0 1"/>
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<mesh name="tetrahedron" vertex="0 0 0 1 0 0 0 1 0 0 0 1"/>
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</asset>
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Positioning and orienting is complicated by the fact that vertex data are often designed relative to coordinate frames
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@@ -4242,7 +4242,7 @@ Finally, the skin can be inflated by applying an offset to each vertex position
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Skins are one-sided for rendering purposes; this is because back-face culling is needed to avoid shading and aliasing
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artifacts. When the skin is a closed 3D shape this does not matter because the back sides cannot be seen. But if the
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skin is a 2D object, we have to specify both sides and offset them slightly to avoid artifacts. Note that the
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composite objects introduced in MuJoCo 2.0 generate skins automatically. So one can save an XML model with a composite
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composite objects generate skins automatically. So one can save an XML model with a composite
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object, and obtain an elaborate example of how a skin is specified in the XML.
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Similar to meshes, skins can be specified directly in the XML via attributes documented later, or loaded from a binary
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@@ -4641,7 +4641,7 @@ has multiple obstacle geoms they must be separated by sites - so as to avoid the
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tendon level. This example illustrates a multi-branch tendon acting as a finger extensor, with a counter-weight
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instead of an actuator: `tendon.xml <_static/tendon.xml>`__.
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MuJoCo 2.0 introduced a second form of wrapping, where the tendon is constrained to pass through a geom rather than
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A second form of wrapping is where the tendon is constrained to pass *through* a geom rather than
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wrap around it. This is enabled automatically when a sidesite is specified and its position is inside the volume of
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the obstacle geom.
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