Commit Graph

3 Commits

Author SHA1 Message Date
Yuval Tassa f9a00bd5b5 Add light softness: spotlight edge softness for physically-based rendering.
The new spotlight attribute softness (real in [0, 1], default 0) is the
fraction of the cone, measured inward from the cutoff, over which
intensity falls to zero. It is used by physically-based lighting models;
the Phong model's corresponding knob remains exponent.

The filament renderer previously hardcoded the inner cone angle to 0,
making the entire beam penumbra: the shader attenuates by the squared
smoothstep ((cos(theta) - cos(outer)) / (cos(inner) - cos(outer)))^2, so
a cutoff-25 spot delivered its rated candela only exactly on-axis and
about a third of it averaged over the light pool, with the deficit
shrinking as the cutoff widens. The inner angle is now
(1 - softness) * cutoff, so at the default the light delivers its full
intensity everywhere inside the cone and illuminance follows E = I/d^2
independent of the cutoff. Setting softness to 1 reproduces the previous
appearance exactly (verified bit-identical), which is the migration path
for models tuned against the old behavior.

The filament light type also changes from FOCUSED_SPOT to SPOT. With
intensity given in candela and the cone set at build time the two types
produce identical output (FOCUSED_SPOT's power-conserving rescale only
applies when the cone changes after the intensity is set), but SPOT
guarantees that candela never rescales with cone angle should the cone
ever become runtime-editable.

Verified with headless renders under a linear tone mapper against an
equal-candela point light at cutoffs 25/45/80: softness 0 gives
spot/point luminance ratio 1.000 at all sampled angles inside the cone;
softness 0.2 is flat over the inner 80% of the cone; softness 1 matches
the previous renderer with zero linear-pixel difference. XML round-trip
and the [0, 1] compile-time check verified. Introspect and wasm bindings
regenerated.

PiperOrigin-RevId: 959334706
Change-Id: I0f0729781899880de1729ea9b3d8c055d715a025
2026-08-04 18:11:48 -07:00
Yuval Tassa fba29294d3 Update lighting and visual settings in the fridge door model.
PiperOrigin-RevId: 955888127
Change-Id: I1af5a2d4cf2a6fb3325b04b4cb6fd4cceeb92d60
2026-07-29 08:08:46 -07:00
Yuval Tassa a264d0bc8b Add geom adhesion: contacts that pull, via translated friction cones.
https://youtu.be/GioWwB36XHI

The new geom attribute adhesion (units of force, signed; pair-level
override) translates the contact friction cone along its normal so
that the force origin lies strictly inside it. Consequences: each
contact can pull with up to the given force before breaking, and the
tangential friction budget becomes mu*(f_N + adhesion) -- the
Mohr-Coulomb yield condition with cohesion c = mu*adhesion -- so
lightly-squeezed grasps retain a guaranteed friction floor.

A translated cone factors exactly into {constant attractive force}
+ {original cone}, so no solver kernels change. The implementation is
this factorization: a constant attraction along contact normals
accumulated into the new mjData.qfrc_adhesion (summed into
qfrc_passive), plus a bias of adhesive contact rows' reference
acceleration (aref += R*adhesion), which makes resting penetration
exactly independent of adhesion. Contacts of adhesive pairs remain
active throughout the gap zone, producing rows with positive violation
whose reference acceleration pulls: a tether that resists pull-off
smoothly, captures objects released within the band into steady
contact, and detaches at the specified force. Adhesion values of the
two geoms combine by sum; explicit pairs override.

mj_contactForce reports the net interface force (cone force minus the
adhesive pull), whose normal component can now be negative. Negative
adhesion is allowed and produces a repulsive offset (air hockey).

PiperOrigin-RevId: 950858148
Change-Id: I879c08eba7ae501e5c0f8c2f807167344da4c2bc
2026-07-20 08:35:45 -07:00