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README.md
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@@ -546,6 +546,9 @@ For each actor, the storage format depends on its `actor_type`:
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- If `actor_type` is `solid`, the object is treated as a single rigid body. Its per-frame pose is stored in the actor-level `transform_data` field, while the `components` field is empty.
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- If `actor_type` is `interactable`, the object is represented by multiple components. The actor-level `transform_data` field is empty, and the per-component poses are stored under `components[component_name].transform_data`.
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Each entry in `transform_data` describes the pose of the object or component at a specific frame:
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- `frame`: frame index in the sequence
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- `rotation`: rotation quaternion
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- `scale`: 3D scale
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</
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<h3 id="trajectories" style="font-size: 1.35em; margin-top: 0.75em; margin-bottom: 0.22em; line-height: 1.2; margin-left: 0;"><span style="display: inline-block; width: 1.08em;">•</span>Trajectories</h3>
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<div style="margin-left: 16px;">
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Each sequence includes a same-named JSON file that records per-frame poses for selected dynamic objects in the world coordinate system. The file contains `sequence_info`, which stores basic sequence metadata such as frame count and `fps`, and `actors`, which stores object categories, asset index paths, actor types, and transformation data.
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For `solid` actors, the object is treated as a single rigid body, and its pose sequence is stored in the actor-level `transform_data` field. For `interactable` actors, poses are computed separately for each component; therefore, the actor-level `transform_data` is empty, while each component stores its own poses under `components[component_name].transform_data`.
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Each pose entry contains the frame index, timestamp, and transformation, including `location`, quaternion `rotation`, and `scale`.
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</div>
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- If `actor_type` is `solid`, the object is treated as a single rigid body. Its per-frame pose is stored in the actor-level `transform_data` field, while the `components` field is empty.
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- If `actor_type` is `interactable`, the object is represented by multiple components. The actor-level `transform_data` field is empty, and the per-component poses are stored under `components[component_name].transform_data`.
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<details>
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<summary><strong>Pose entry format in <code>transform_data</code></strong></summary>
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Each entry in `transform_data` describes the pose of the object or component at a specific frame:
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- `frame`: frame index in the sequence
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- `rotation`: rotation quaternion
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- `scale`: 3D scale
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</details>
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</div>
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