three-usd-robot 0.11.0 → 0.13.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (43) hide show
  1. package/README.md +32 -280
  2. package/dist/MeshBinding-B_8RhuQE.d.ts +288 -0
  3. package/dist/{ThreeUsdRobot-BxnCluuK.d.ts → ThreeUsdRobot-X1zbpRZo.d.ts} +38 -8
  4. package/dist/{ThreeUsdRobotLoader-C-E9uwEe.d.ts → ThreeUsdRobotLoader-u3d1yoLM.d.ts} +11 -3
  5. package/dist/{buildKinematicTree-BCySuZZn.d.ts → buildKinematicTree-Q9JOjAjM.d.ts} +17 -3
  6. package/dist/bytes-CxGRGry_.d.ts +14 -0
  7. package/dist/{chunk-BCRRXGNB.js → chunk-5ZPHZ5ZH.js} +81 -6
  8. package/dist/chunk-5ZPHZ5ZH.js.map +1 -0
  9. package/dist/{chunk-AXPMXEQC.js → chunk-FUVHAORT.js} +77 -717
  10. package/dist/chunk-FUVHAORT.js.map +1 -0
  11. package/dist/{chunk-5SVRTKS4.js → chunk-GRJGPHLW.js} +18 -11
  12. package/dist/chunk-GRJGPHLW.js.map +1 -0
  13. package/dist/chunk-JGIVJXBU.js +54 -0
  14. package/dist/chunk-JGIVJXBU.js.map +1 -0
  15. package/dist/{chunk-ENWFOYHU.js → chunk-JN2QPDB3.js} +101 -14
  16. package/dist/chunk-JN2QPDB3.js.map +1 -0
  17. package/dist/chunk-PPPRB6KE.js +963 -0
  18. package/dist/chunk-PPPRB6KE.js.map +1 -0
  19. package/dist/{chunk-LDO5FKQS.js → chunk-YGJ23CG3.js} +4 -53
  20. package/dist/chunk-YGJ23CG3.js.map +1 -0
  21. package/dist/core.d.ts +8 -65
  22. package/dist/core.js +5 -3
  23. package/dist/extras.d.ts +2 -2
  24. package/dist/helpers.d.ts +2 -2
  25. package/dist/helpers.js +3 -2
  26. package/dist/helpers.js.map +1 -1
  27. package/dist/index.d.ts +22 -263
  28. package/dist/index.js +35 -9
  29. package/dist/index.js.map +1 -1
  30. package/dist/nodes.d.ts +49 -0
  31. package/dist/nodes.js +439 -0
  32. package/dist/nodes.js.map +1 -0
  33. package/dist/parseMdl-vfzBGoMr.d.ts +87 -0
  34. package/dist/react.d.ts +6 -4
  35. package/dist/react.js +6 -4
  36. package/dist/react.js.map +1 -1
  37. package/package.json +6 -2
  38. package/dist/bytes-MOJ2oN-u.d.ts +0 -42
  39. package/dist/chunk-5SVRTKS4.js.map +0 -1
  40. package/dist/chunk-AXPMXEQC.js.map +0 -1
  41. package/dist/chunk-BCRRXGNB.js.map +0 -1
  42. package/dist/chunk-ENWFOYHU.js.map +0 -1
  43. package/dist/chunk-LDO5FKQS.js.map +0 -1
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* Per-link appearance helpers: highlight (tint), material replacement, and\n * translucent \"ghost\" clones for pose previews.\n *\n * Material overrides are reversible — the original materials are kept aside on\n * first override and put back exactly by {@link restoreLinkMaterials} /\n * {@link restoreAllLinkMaterials}. Links are addressed like everywhere else:\n * by key or by full prim path.\n */\n\nimport * as THREE from \"three\";\nimport { ThreeUsdRobot } from \"../three/ThreeUsdRobot.js\";\n\n/** Which meshes of a link an operation affects. */\nexport type LinkMeshKind = \"visual\" | \"collision\" | \"all\";\n\n/** Originals saved on first override (per mesh; first save wins until restore). */\nconst savedMaterials = new WeakMap<THREE.Mesh, THREE.Material | THREE.Material[]>();\n\n/** Marks materials created by {@link highlightLink}, so restore can dispose them. */\nconst HIGHLIGHT_FLAG = \"__threeUsdRobotHighlight\";\n\n/**\n * The meshes belonging to exactly this link — not those of child links, which\n * live under their own `LinkObject` deeper in the kinematic chain. Helpers and\n * joint-frame groups are excluded.\n */\nexport function getLinkMeshes(\n robot: ThreeUsdRobot,\n link: string,\n kind: LinkMeshKind = \"all\",\n): THREE.Mesh[] {\n const obj = robot.getLinkObject(link);\n if (!obj) return [];\n const out: THREE.Mesh[] = [];\n for (const child of obj.children) {\n const mesh = child as THREE.Mesh;\n if (!mesh.isMesh) continue;\n const k = (mesh.userData as { kind?: string }).kind;\n if (k !== \"visual\" && k !== \"collision\") continue;\n if (kind !== \"all\" && k !== kind) continue;\n out.push(mesh);\n }\n return out;\n}\n\nexport type HighlightLinkOptions = {\n /** Highlight color (default red `0xff4444`). */\n color?: THREE.ColorRepresentation;\n /** Emissive strength of the tint (default `0.8`). */\n emissiveIntensity?: number;\n /** Force translucency while highlighted (e.g. `0.5`); default keeps the material's own. */\n opacity?: number;\n /** Which meshes of the link to affect (default `\"visual\"`). */\n kind?: LinkMeshKind;\n};\n\n/**\n * Tint a link's meshes (emissive red by default) while keeping their maps and\n * base colors — e.g. to flag a colliding link. Repeated calls re-tint from the\n * *original* materials, so highlights don't stack; restore with\n * {@link restoreLinkMaterials}. Returns `false` when the link has no matching\n * meshes.\n */\nexport function highlightLink(\n robot: ThreeUsdRobot,\n link: string,\n options: HighlightLinkOptions = {},\n): boolean {\n const meshes = getLinkMeshes(robot, link, options.kind ?? \"visual\");\n if (meshes.length === 0) return false;\n\n const color = new THREE.Color(options.color ?? 0xff4444);\n for (const mesh of meshes) {\n if (!savedMaterials.has(mesh)) savedMaterials.set(mesh, mesh.material);\n const base = savedMaterials.get(mesh)!;\n disposeHighlightClones(mesh.material);\n mesh.material = Array.isArray(base)\n ? base.map((m) => tintClone(m, color, options))\n : tintClone(base, color, options);\n }\n return true;\n}\n\nfunction tintClone(\n base: THREE.Material,\n color: THREE.Color,\n options: HighlightLinkOptions,\n): THREE.Material {\n const m = base.clone();\n m.userData[HIGHLIGHT_FLAG] = true;\n const std = m as THREE.MeshStandardMaterial;\n if (std.isMeshStandardMaterial) {\n std.emissive.copy(color);\n std.emissiveIntensity = options.emissiveIntensity ?? 0.8;\n } else if (\"color\" in m) {\n (m as THREE.MeshBasicMaterial).color.copy(color);\n }\n if (options.opacity !== undefined) {\n m.transparent = options.opacity < 1;\n m.opacity = options.opacity;\n }\n return m;\n}\n\n/**\n * Replace a link's mesh materials with `material` (one shared instance). The\n * caller keeps ownership — it is never disposed here. Restore the originals\n * with {@link restoreLinkMaterials}. Returns `false` when the link has no\n * matching meshes.\n */\nexport function setLinkMaterial(\n robot: ThreeUsdRobot,\n link: string,\n material: THREE.Material,\n kind: LinkMeshKind = \"visual\",\n): boolean {\n const meshes = getLinkMeshes(robot, link, kind);\n if (meshes.length === 0) return false;\n for (const mesh of meshes) {\n if (!savedMaterials.has(mesh)) savedMaterials.set(mesh, mesh.material);\n disposeHighlightClones(mesh.material);\n mesh.material = material;\n }\n return true;\n}\n\n/** Put back a link's original materials (no-op for untouched meshes). */\nexport function restoreLinkMaterials(robot: ThreeUsdRobot, link: string): void {\n for (const mesh of getLinkMeshes(robot, link, \"all\")) {\n const original = savedMaterials.get(mesh);\n if (original === undefined) continue;\n disposeHighlightClones(mesh.material);\n mesh.material = original;\n savedMaterials.delete(mesh);\n }\n}\n\n/** Put back the original materials of every link of the robot. */\nexport function restoreAllLinkMaterials(robot: ThreeUsdRobot): void {\n for (const name of robot.getLinkNames()) restoreLinkMaterials(robot, name);\n}\n\n/** Dispose materials created by {@link highlightLink} (never user-supplied ones). */\nfunction disposeHighlightClones(current: THREE.Material | THREE.Material[]): void {\n for (const m of Array.isArray(current) ? current : [current]) {\n if (m.userData[HIGHLIGHT_FLAG]) m.dispose();\n }\n}\n\nexport type GhostRobotOptions = {\n /** Ghost tint (default `0x66aaff`). */\n color?: THREE.ColorRepresentation;\n /** Ghost opacity (default `0.35`). */\n opacity?: number;\n /** Complete material override; `color` / `opacity` are ignored when given. */\n material?: THREE.Material;\n /** Which meshes to clone (default `\"visual\"`). */\n kind?: \"visual\" | \"collision\";\n /** Joint overrides applied on top of the source robot's current pose. */\n jointValues?: Record<string, number>;\n};\n\n/**\n * Build a translucent clone of the robot for pose previews (target pose,\n * onion-skinning). Geometry is shared with the source; every mesh uses one\n * ghost material and is tagged `userData.kind = \"ghost\"`, so the source's\n * `showVisual` / `showCollision` toggles never affect it. The clone is a full\n * {@link ThreeUsdRobot} — drive it with `setJointValues` — starting from the\n * source's current joint values (plus `jointValues` overrides) and mirroring\n * its root transform. Add it to the same parent/scene as the source.\n */\nexport function createGhostRobot(\n robot: ThreeUsdRobot,\n options: GhostRobotOptions = {},\n): ThreeUsdRobot {\n const ghost = new ThreeUsdRobot(robot.robot, robot.tree, {\n clampJointLimits: robot.clampJointLimits,\n applyInitialPose: false,\n upAxisConversion: \"none\",\n });\n ghost.name = `${robot.name}_ghost`;\n // Mirror the source root exactly (stage normalization + any user transform).\n ghost.position.copy(robot.position);\n ghost.quaternion.copy(robot.quaternion);\n ghost.scale.copy(robot.scale);\n\n const material =\n options.material ??\n new THREE.MeshStandardMaterial({\n color: options.color ?? 0x66aaff,\n transparent: true,\n opacity: options.opacity ?? 0.35,\n depthWrite: false,\n metalness: 0,\n roughness: 1,\n });\n\n const kind = options.kind ?? \"visual\";\n for (const key of robot.getLinkNames()) {\n const target = ghost.getLinkObject(key);\n if (!target) continue;\n for (const src of getLinkMeshes(robot, key, kind)) {\n const mesh = new THREE.Mesh(src.geometry, material);\n mesh.name = `${src.name}_ghost`;\n mesh.userData.kind = \"ghost\";\n mesh.userData.primPath = (src.userData as { primPath?: string }).primPath;\n mesh.matrixAutoUpdate = false;\n mesh.matrix.copy(src.matrix);\n mesh.matrixWorldNeedsUpdate = true;\n target.add(mesh);\n }\n }\n\n for (const name of robot.getJointNames()) {\n const value = robot.getJointValue(name);\n if (value !== undefined) ghost.setJointValue(name, value);\n }\n if (options.jointValues) ghost.setJointValues(options.jointValues);\n return ghost;\n}\n","import * as THREE from \"three\";\nimport type { JointObject } from \"../three/JointObject.js\";\n\n/**\n * An arrow drawn along a joint's motion axis (the rotation axis for\n * revolute/continuous joints, the slide direction for prismatic). Add it to the\n * joint's motion node so it tracks the joint.\n */\nexport class JointAxisHelper extends THREE.ArrowHelper {\n readonly isJointAxisHelper = true;\n\n constructor(joint: JointObject, length = 0.2, color: THREE.ColorRepresentation = 0xffd000) {\n super(joint.axis.clone().normalize(), new THREE.Vector3(0, 0, 0), length, color);\n this.name = `${joint.jointName}:axis`;\n }\n}\n","import * as THREE from \"three\";\nimport type { JointObject } from \"../three/JointObject.js\";\n\n/**\n * Visualizes a joint's range of motion: an arc swept between the lower and\n * upper limits (revolute/continuous) or a line segment between them\n * (prismatic). A limitless revolute joint draws a full circle. Add it to the\n * joint's motion node's parent frame (or the joint node) to anchor it.\n */\nexport class JointLimitHelper extends THREE.Line {\n readonly isJointLimitHelper = true;\n\n constructor(joint: JointObject, radius = 0.15, color: THREE.ColorRepresentation = 0x00aaff) {\n super(buildLimitGeometry(joint, radius), new THREE.LineBasicMaterial({ color }));\n this.name = `${joint.jointName}:limit`;\n }\n}\n\nfunction buildLimitGeometry(joint: JointObject, radius: number): THREE.BufferGeometry {\n const axis = joint.axis.clone().normalize();\n\n if (joint.jointType === \"prismatic\") {\n const lo = joint.lower ?? -radius;\n const hi = joint.upper ?? radius;\n return new THREE.BufferGeometry().setFromPoints([\n axis.clone().multiplyScalar(lo),\n axis.clone().multiplyScalar(hi),\n ]);\n }\n\n // Revolute / continuous: sweep an arc in the plane perpendicular to the axis.\n const lo = joint.lower ?? 0;\n const hi = joint.upper ?? Math.PI * 2;\n const { u, v } = perpendicularBasis(axis);\n const segments = 48;\n const points: THREE.Vector3[] = [];\n for (let i = 0; i <= segments; i++) {\n const t = lo + ((hi - lo) * i) / segments;\n points.push(\n u\n .clone()\n .multiplyScalar(Math.cos(t) * radius)\n .addScaledVector(v, Math.sin(t) * radius),\n );\n }\n return new THREE.BufferGeometry().setFromPoints(points);\n}\n\nfunction perpendicularBasis(axis: THREE.Vector3): { u: THREE.Vector3; v: THREE.Vector3 } {\n const ref = Math.abs(axis.x) < 0.9 ? new THREE.Vector3(1, 0, 0) : new THREE.Vector3(0, 1, 0);\n const u = new THREE.Vector3().crossVectors(axis, ref).normalize();\n const v = new THREE.Vector3().crossVectors(axis, u).normalize();\n return { u, v };\n}\n","import * as THREE from \"three\";\n\n/** A small RGB axes gizmo for a link's local frame. Add it to a `LinkObject`. */\nexport class LinkFrameHelper extends THREE.AxesHelper {\n readonly isLinkFrameHelper = true;\n\n constructor(size = 0.2) {\n super(size);\n this.name = \"linkFrame\";\n }\n}\n","import type * as THREE from \"three\";\nimport type { ThreeUsdRobot } from \"../three/ThreeUsdRobot.js\";\nimport { JointAxisHelper } from \"./JointAxisHelper.js\";\nimport { JointLimitHelper } from \"./JointLimitHelper.js\";\nimport { LinkFrameHelper } from \"./LinkFrameHelper.js\";\n\n/** Attach a {@link JointAxisHelper} to every articulated joint. Returns the helpers. */\nexport function addJointAxisHelpers(\n robot: ThreeUsdRobot,\n length?: number,\n color?: THREE.ColorRepresentation,\n): JointAxisHelper[] {\n const out: JointAxisHelper[] = [];\n for (const name of robot.getJointNames()) {\n const joint = robot.getJointObject(name);\n if (!joint?.articulated) continue;\n const helper = new JointAxisHelper(joint, length, color);\n joint.add(helper);\n out.push(helper);\n }\n return out;\n}\n\n/** Attach a {@link JointLimitHelper} to every articulated joint. Returns the helpers. */\nexport function addJointLimitHelpers(\n robot: ThreeUsdRobot,\n radius?: number,\n color?: THREE.ColorRepresentation,\n): JointLimitHelper[] {\n const out: JointLimitHelper[] = [];\n for (const name of robot.getJointNames()) {\n const joint = robot.getJointObject(name);\n if (!joint?.articulated) continue;\n const helper = new JointLimitHelper(joint, radius, color);\n joint.add(helper);\n out.push(helper);\n }\n return out;\n}\n\n/** Attach a {@link LinkFrameHelper} to every link. Returns the helpers. */\nexport function addLinkFrameHelpers(robot: ThreeUsdRobot, size?: number): LinkFrameHelper[] {\n const out: LinkFrameHelper[] = [];\n for (const name of robot.getLinkNames()) {\n const link = robot.getLinkObject(name);\n if (!link) continue;\n const helper = new LinkFrameHelper(size);\n link.add(helper);\n out.push(helper);\n }\n return out;\n}\n"]}
1
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* Per-link appearance helpers: highlight (tint), material replacement, and\n * translucent \"ghost\" clones for pose previews.\n *\n * Material overrides are reversible — the original materials are kept aside on\n * first override and put back exactly by {@link restoreLinkMaterials} /\n * {@link restoreAllLinkMaterials}. Links are addressed like everywhere else:\n * by key or by full prim path.\n */\n\nimport * as THREE from \"three\";\nimport { ThreeUsdRobot } from \"../three/ThreeUsdRobot.js\";\n\n/** Which meshes of a link an operation affects. */\nexport type LinkMeshKind = \"visual\" | \"collision\" | \"all\";\n\n/** Originals saved on first override (per mesh; first save wins until restore). */\nconst savedMaterials = new WeakMap<THREE.Mesh, THREE.Material | THREE.Material[]>();\n\n/** Marks materials created by {@link highlightLink}, so restore can dispose them. */\nconst HIGHLIGHT_FLAG = \"__threeUsdRobotHighlight\";\n\n/**\n * The meshes belonging to exactly this link — not those of child links, which\n * live under their own `LinkObject` deeper in the kinematic chain. Helpers and\n * joint-frame groups are excluded.\n */\nexport function getLinkMeshes(\n robot: ThreeUsdRobot,\n link: string,\n kind: LinkMeshKind = \"all\",\n): THREE.Mesh[] {\n const obj = robot.getLinkObject(link);\n if (!obj) return [];\n const out: THREE.Mesh[] = [];\n for (const child of obj.children) {\n const mesh = child as THREE.Mesh;\n if (!mesh.isMesh) continue;\n const k = (mesh.userData as { kind?: string }).kind;\n if (k !== \"visual\" && k !== \"collision\") continue;\n if (kind !== \"all\" && k !== kind) continue;\n out.push(mesh);\n }\n return out;\n}\n\nexport type HighlightLinkOptions = {\n /** Highlight color (default red `0xff4444`). */\n color?: THREE.ColorRepresentation;\n /** Emissive strength of the tint (default `0.8`). */\n emissiveIntensity?: number;\n /** Force translucency while highlighted (e.g. `0.5`); default keeps the material's own. */\n opacity?: number;\n /** Which meshes of the link to affect (default `\"visual\"`). */\n kind?: LinkMeshKind;\n};\n\n/**\n * Tint a link's meshes (emissive red by default) while keeping their maps and\n * base colors — e.g. to flag a colliding link. Repeated calls re-tint from the\n * *original* materials, so highlights don't stack; restore with\n * {@link restoreLinkMaterials}. Returns `false` when the link has no matching\n * meshes.\n */\nexport function highlightLink(\n robot: ThreeUsdRobot,\n link: string,\n options: HighlightLinkOptions = {},\n): boolean {\n const meshes = getLinkMeshes(robot, link, options.kind ?? \"visual\");\n if (meshes.length === 0) return false;\n\n const color = new THREE.Color(options.color ?? 0xff4444);\n for (const mesh of meshes) {\n if (!savedMaterials.has(mesh)) savedMaterials.set(mesh, mesh.material);\n const base = savedMaterials.get(mesh)!;\n disposeHighlightClones(mesh.material);\n mesh.material = Array.isArray(base)\n ? base.map((m) => tintClone(m, color, options))\n : tintClone(base, color, options);\n }\n return true;\n}\n\nfunction tintClone(\n base: THREE.Material,\n color: THREE.Color,\n options: HighlightLinkOptions,\n): THREE.Material {\n const m = base.clone();\n m.userData[HIGHLIGHT_FLAG] = true;\n const std = m as THREE.MeshStandardMaterial;\n if (std.isMeshStandardMaterial) {\n std.emissive.copy(color);\n std.emissiveIntensity = options.emissiveIntensity ?? 0.8;\n } else if (\"color\" in m) {\n (m as THREE.MeshBasicMaterial).color.copy(color);\n }\n if (options.opacity !== undefined) {\n m.transparent = options.opacity < 1;\n m.opacity = options.opacity;\n }\n return m;\n}\n\n/**\n * Replace a link's mesh materials with `material` (one shared instance). The\n * caller keeps ownership — it is never disposed here. Restore the originals\n * with {@link restoreLinkMaterials}. Returns `false` when the link has no\n * matching meshes.\n */\nexport function setLinkMaterial(\n robot: ThreeUsdRobot,\n link: string,\n material: THREE.Material,\n kind: LinkMeshKind = \"visual\",\n): boolean {\n const meshes = getLinkMeshes(robot, link, kind);\n if (meshes.length === 0) return false;\n for (const mesh of meshes) {\n if (!savedMaterials.has(mesh)) savedMaterials.set(mesh, mesh.material);\n disposeHighlightClones(mesh.material);\n mesh.material = material;\n }\n return true;\n}\n\n/** Put back a link's original materials (no-op for untouched meshes). */\nexport function restoreLinkMaterials(robot: ThreeUsdRobot, link: string): void {\n for (const mesh of getLinkMeshes(robot, link, \"all\")) {\n const original = savedMaterials.get(mesh);\n if (original === undefined) continue;\n disposeHighlightClones(mesh.material);\n mesh.material = original;\n savedMaterials.delete(mesh);\n }\n}\n\n/** Put back the original materials of every link of the robot. */\nexport function restoreAllLinkMaterials(robot: ThreeUsdRobot): void {\n for (const name of robot.getLinkNames()) restoreLinkMaterials(robot, name);\n}\n\n/** Dispose materials created by {@link highlightLink} (never user-supplied ones). */\nfunction disposeHighlightClones(current: THREE.Material | THREE.Material[]): void {\n for (const m of Array.isArray(current) ? current : [current]) {\n if (m.userData[HIGHLIGHT_FLAG]) m.dispose();\n }\n}\n\nexport type GhostRobotOptions = {\n /** Ghost tint (default `0x66aaff`). */\n color?: THREE.ColorRepresentation;\n /** Ghost opacity (default `0.35`). */\n opacity?: number;\n /** Complete material override; `color` / `opacity` are ignored when given. */\n material?: THREE.Material;\n /** Which meshes to clone (default `\"visual\"`). */\n kind?: \"visual\" | \"collision\";\n /** Joint overrides applied on top of the source robot's current pose. */\n jointValues?: Record<string, number>;\n};\n\n/**\n * Build a translucent clone of the robot for pose previews (target pose,\n * onion-skinning). Geometry is shared with the source; every mesh uses one\n * ghost material and is tagged `userData.kind = \"ghost\"`, so the source's\n * `showVisual` / `showCollision` toggles never affect it. The clone is a full\n * {@link ThreeUsdRobot} — drive it with `setJointValues` — starting from the\n * source's current joint values (plus `jointValues` overrides) and mirroring\n * its root transform. Add it to the same parent/scene as the source.\n */\nexport function createGhostRobot(\n robot: ThreeUsdRobot,\n options: GhostRobotOptions = {},\n): ThreeUsdRobot {\n const ghost = new ThreeUsdRobot(robot.robot, robot.tree, {\n clampJointLimits: robot.clampJointLimits,\n applyInitialPose: false,\n upAxisConversion: \"none\",\n });\n ghost.name = `${robot.name}_ghost`;\n // Mirror the source root exactly (stage normalization + any user transform).\n ghost.position.copy(robot.position);\n ghost.quaternion.copy(robot.quaternion);\n ghost.scale.copy(robot.scale);\n\n const material =\n options.material ??\n new THREE.MeshStandardMaterial({\n color: options.color ?? 0x66aaff,\n transparent: true,\n opacity: options.opacity ?? 0.35,\n depthWrite: false,\n metalness: 0,\n roughness: 1,\n });\n\n const kind = options.kind ?? \"visual\";\n for (const key of robot.getLinkNames()) {\n const target = ghost.getLinkObject(key);\n if (!target) continue;\n for (const src of getLinkMeshes(robot, key, kind)) {\n const mesh = new THREE.Mesh(src.geometry, material);\n mesh.name = `${src.name}_ghost`;\n mesh.userData.kind = \"ghost\";\n mesh.userData.primPath = (src.userData as { primPath?: string }).primPath;\n mesh.matrixAutoUpdate = false;\n mesh.matrix.copy(src.matrix);\n mesh.matrixWorldNeedsUpdate = true;\n target.add(mesh);\n }\n }\n\n for (const name of robot.getJointNames()) {\n const value = robot.getJointValue(name);\n if (value !== undefined) ghost.setJointValue(name, value);\n }\n if (options.jointValues) ghost.setJointValues(options.jointValues);\n return ghost;\n}\n","import * as THREE from \"three\";\nimport type { JointObject } from \"../three/JointObject.js\";\n\n/**\n * An arrow drawn along a joint's motion axis (the rotation axis for\n * revolute/continuous joints, the slide direction for prismatic). Add it to the\n * joint's motion node so it tracks the joint.\n */\nexport class JointAxisHelper extends THREE.ArrowHelper {\n readonly isJointAxisHelper = true;\n\n constructor(joint: JointObject, length = 0.2, color: THREE.ColorRepresentation = 0xffd000) {\n super(joint.axis.clone().normalize(), new THREE.Vector3(0, 0, 0), length, color);\n this.name = `${joint.jointName}:axis`;\n }\n}\n","import * as THREE from \"three\";\nimport type { JointObject } from \"../three/JointObject.js\";\n\n/**\n * Visualizes a joint's range of motion: an arc swept between the lower and\n * upper limits (revolute/continuous) or a line segment between them\n * (prismatic). A limitless revolute joint draws a full circle. Add it to the\n * joint's motion node's parent frame (or the joint node) to anchor it.\n */\nexport class JointLimitHelper extends THREE.Line {\n readonly isJointLimitHelper = true;\n\n constructor(joint: JointObject, radius = 0.15, color: THREE.ColorRepresentation = 0x00aaff) {\n super(buildLimitGeometry(joint, radius), new THREE.LineBasicMaterial({ color }));\n this.name = `${joint.jointName}:limit`;\n }\n}\n\nfunction buildLimitGeometry(joint: JointObject, radius: number): THREE.BufferGeometry {\n const axis = joint.axis.clone().normalize();\n\n if (joint.jointType === \"prismatic\") {\n const lo = joint.lower ?? -radius;\n const hi = joint.upper ?? radius;\n return new THREE.BufferGeometry().setFromPoints([\n axis.clone().multiplyScalar(lo),\n axis.clone().multiplyScalar(hi),\n ]);\n }\n\n // Revolute / continuous: sweep an arc in the plane perpendicular to the axis.\n const lo = joint.lower ?? 0;\n const hi = joint.upper ?? Math.PI * 2;\n const { u, v } = perpendicularBasis(axis);\n const segments = 48;\n const points: THREE.Vector3[] = [];\n for (let i = 0; i <= segments; i++) {\n const t = lo + ((hi - lo) * i) / segments;\n points.push(\n u\n .clone()\n .multiplyScalar(Math.cos(t) * radius)\n .addScaledVector(v, Math.sin(t) * radius),\n );\n }\n return new THREE.BufferGeometry().setFromPoints(points);\n}\n\nfunction perpendicularBasis(axis: THREE.Vector3): { u: THREE.Vector3; v: THREE.Vector3 } {\n const ref = Math.abs(axis.x) < 0.9 ? new THREE.Vector3(1, 0, 0) : new THREE.Vector3(0, 1, 0);\n const u = new THREE.Vector3().crossVectors(axis, ref).normalize();\n const v = new THREE.Vector3().crossVectors(axis, u).normalize();\n return { u, v };\n}\n","import * as THREE from \"three\";\n\n/** A small RGB axes gizmo for a link's local frame. Add it to a `LinkObject`. */\nexport class LinkFrameHelper extends THREE.AxesHelper {\n readonly isLinkFrameHelper = true;\n\n constructor(size = 0.2) {\n super(size);\n this.name = \"linkFrame\";\n }\n}\n","import type * as THREE from \"three\";\nimport type { ThreeUsdRobot } from \"../three/ThreeUsdRobot.js\";\nimport { JointAxisHelper } from \"./JointAxisHelper.js\";\nimport { JointLimitHelper } from \"./JointLimitHelper.js\";\nimport { LinkFrameHelper } from \"./LinkFrameHelper.js\";\n\n/** Attach a {@link JointAxisHelper} to every articulated joint. Returns the helpers. */\nexport function addJointAxisHelpers(\n robot: ThreeUsdRobot,\n length?: number,\n color?: THREE.ColorRepresentation,\n): JointAxisHelper[] {\n const out: JointAxisHelper[] = [];\n for (const name of robot.getJointNames()) {\n const joint = robot.getJointObject(name);\n if (!joint?.articulated) continue;\n const helper = new JointAxisHelper(joint, length, color);\n joint.add(helper);\n out.push(helper);\n }\n return out;\n}\n\n/** Attach a {@link JointLimitHelper} to every articulated joint. Returns the helpers. */\nexport function addJointLimitHelpers(\n robot: ThreeUsdRobot,\n radius?: number,\n color?: THREE.ColorRepresentation,\n): JointLimitHelper[] {\n const out: JointLimitHelper[] = [];\n for (const name of robot.getJointNames()) {\n const joint = robot.getJointObject(name);\n if (!joint?.articulated) continue;\n const helper = new JointLimitHelper(joint, radius, color);\n joint.add(helper);\n out.push(helper);\n }\n return out;\n}\n\n/** Attach a {@link LinkFrameHelper} to every link. Returns the helpers. */\nexport function addLinkFrameHelpers(robot: ThreeUsdRobot, size?: number): LinkFrameHelper[] {\n const out: LinkFrameHelper[] = [];\n for (const name of robot.getLinkNames()) {\n const link = robot.getLinkObject(name);\n if (!link) continue;\n const helper = new LinkFrameHelper(size);\n link.add(helper);\n out.push(helper);\n }\n return out;\n}\n"]}
package/dist/index.d.ts CHANGED
@@ -1,269 +1,18 @@
1
- import { MdlModuleProvider, CollisionApproximation, ExportPhysicsMaterial, RobotGeometryProvider, ExportRobotOptions, ExportMaterial, ExportMesh } from './core.js';
2
- export { ARTICULATION_ROOT_API, COLLISION_API, ComposeOptions, CrateReader, ExtractOptions, JointDofInput, JointRelativeDecomposition, MASS_API, MESH_COLLISION_API, MdlMaterialDecl, MdlModule, MdlTextureValue, MdlValue, PACKAGE_NAME, PHYSICS_MATERIAL_API, ParseError, RIGID_BODY_API, ResolvedXform, TextureChannel, TokenizeError, UsdzPackage, VERSION, ValidateRobotOptions, ValidationIssue, ValidationSeverity, collectMdlAssetPaths, composeFile, composeLayer, computeLocalTransform, computeWorldTransform, crateToUsdaFile, decomposeJointRelative, driveKindFor, exportRobotUsda, extractRobotDescription, gatherGprimDescendants, gatherMeshDescendants, getJointAxis, getJointBodies, getJointDrive, getJointLimits, getJointLocalFrame, getJointStatePosition, getJointType, getMassProperties, hasArticulationRootAPI, hasCollisionAPI, hasRigidBodyAPI, isBasisCurves, isMdlTexture, isMesh, isPoints, isRenderableGprim, isScope, isSolidGprim, isUnsupportedGprim, isXform, isZip, iterDescendants, jointValueFromSI, jointValueToSI, loadMdlModules, nearestAngleBranch, normalizeJointLimits, openUsdz, parseMdl, parseMdlLiteral, parseOpType, parseUsda, refineJointType, serializeUsda, stageGeometryProvider, tokenize, validateRobotDescription, writeUsdz } from './core.js';
1
+ import { CollisionApproximation, ExportPhysicsMaterial, RobotGeometryProvider, ExportRobotOptions, ExportMaterial, ExportMesh } from './core.js';
2
+ export { ARTICULATION_ROOT_API, COLLISION_API, ComposeOptions, CrateReader, ExtractOptions, JointDofInput, JointRelativeDecomposition, MASS_API, MESH_COLLISION_API, PACKAGE_NAME, PHYSICS_MATERIAL_API, ParseError, RIGID_BODY_API, ResolvedXform, TextureChannel, TokenizeError, UsdzPackage, VERSION, ValidateRobotOptions, ValidationIssue, ValidationSeverity, collectMdlAssetPaths, composeFile, composeLayer, computeLocalTransform, computeWorldTransform, crateToUsdaFile, decomposeJointRelative, driveKindFor, exportRobotUsda, extractRobotDescription, gatherGprimDescendants, gatherMeshDescendants, getJointAxis, getJointBodies, getJointDrive, getJointLimits, getJointLocalFrame, getJointStatePosition, getJointType, getMassProperties, hasArticulationRootAPI, hasCollisionAPI, hasRigidBodyAPI, isBasisCurves, isMesh, isPoints, isRenderableGprim, isScope, isSolidGprim, isUnsupportedGprim, isXform, isZip, iterDescendants, jointValueFromSI, jointValueToSI, loadMdlModules, nearestAngleBranch, normalizeJointLimits, openUsdz, parseOpType, parseUsda, refineJointType, serializeUsda, stageGeometryProvider, tokenize, validateRobotDescription, writeUsdz } from './core.js';
3
3
  import * as THREE from 'three';
4
- import { A as Axis, V as Vec2, b as Vec3, S as Stage, P as Prim, R as RobotDescription, c as JointDriveDescription, d as LinkInertialDescription, K as KinematicTree, U as UsdaFile, M as Mat4 } from './buildKinematicTree-BCySuZZn.js';
5
- export { e as AssetPath, f as Attribute, g as AttributeSpec, B as BuildTreeOptions, C as CompositionArc, D as DEFAULT_METERS_PER_UNIT, h as DEG2RAD, a as JointDescription, J as JointType, i as KinematicNode, j as Layer, L as LinkDescription, k as ListOp, l as MetadataMap, m as PrimSpec, n as PropertySpec, Q as Quat, o as RAD2DEG, p as Relationship, q as RelationshipSpec, r as SampleChannel, s as SdfPath, t as Specifier, T as TreeEdge, u as UpAxis, v as UsdDictionary, w as UsdMatrix, x as UsdValue, y as Variability, z as Vec4, E as buildKinematicTree, F as channelFromSamples, G as decomposeRigid, H as fromUsdMatrix, I as getTranslation, N as identity4, O as interpolate, W as invert, X as makeEuler, Y as makeRotationFromQuat, Z as makeRotationX, _ as makeRotationY, $ as makeRotationZ, a0 as makeScale, a1 as makeTranslation, a2 as multiply, a3 as multiplyAll, a4 as toUsdMatrix } from './buildKinematicTree-BCySuZZn.js';
6
- import { T as ThreeUsdRobot } from './ThreeUsdRobot-BxnCluuK.js';
7
- export { J as JointObject, b as JointResidual, c as JointValuesFromLinkTransformsOptions, L as LinkObject, d as LinkPose, e as LinkPoseSpace, f as LinkPosesOptions, a as ThreeUsdRobotOptions, W as WorldUpAxis } from './ThreeUsdRobot-BxnCluuK.js';
8
- import { A as AssetResolver } from './bytes-MOJ2oN-u.js';
9
- export { B as BinarySource, D as DefaultAssetResolver, U as UsdSource, c as createMemoryResolver, j as joinPosix, t as toBytes } from './bytes-MOJ2oN-u.js';
10
- export { a as ThreeUsdRobotLoader, T as ThreeUsdRobotLoaderOptions } from './ThreeUsdRobotLoader-C-E9uwEe.js';
4
+ import { A as Axis, J as JointDriveDescription, L as LinkInertialDescription, R as RobotDescription, K as KinematicTree, U as UsdaFile, S as Stage, M as Mat4 } from './buildKinematicTree-Q9JOjAjM.js';
5
+ export { a as AssetPath, b as Attribute, c as AttributeSpec, B as BuildTreeOptions, C as CompositionArc, D as DEFAULT_METERS_PER_UNIT, d as DEG2RAD, e as JointDescription, f as JointMimicDescription, g as JointType, h as KinematicNode, i as Layer, j as LinkDescription, k as ListOp, l as MetadataMap, P as Prim, m as PrimSpec, n as PropertySpec, Q as Quat, o as RAD2DEG, p as Relationship, q as RelationshipSpec, r as SampleChannel, s as SdfPath, t as Specifier, T as TreeEdge, u as UpAxis, v as UsdDictionary, w as UsdMatrix, x as UsdValue, V as Variability, y as Vec2, z as Vec3, E as Vec4, F as buildKinematicTree, G as channelFromSamples, H as decomposeRigid, I as fromUsdMatrix, N as getTranslation, O as identity4, W as interpolate, X as invert, Y as makeEuler, Z as makeRotationFromQuat, _ as makeRotationX, $ as makeRotationY, a0 as makeRotationZ, a1 as makeScale, a2 as makeTranslation, a3 as multiply, a4 as multiplyAll, a5 as toUsdMatrix } from './buildKinematicTree-Q9JOjAjM.js';
6
+ import { T as ThreeUsdRobot } from './ThreeUsdRobot-X1zbpRZo.js';
7
+ export { J as JointObject, b as JointResidual, c as JointValuesFromLinkTransformsOptions, L as LinkObject, d as LinkPose, e as LinkPoseSpace, f as LinkPosesOptions, a as ThreeUsdRobotOptions, W as WorldUpAxis } from './ThreeUsdRobot-X1zbpRZo.js';
8
+ export { B as BindMeshesOptions, a as BuildGprimOptions, M as MaterialFactory, b as MeshKind, R as ResolveMaterialOptions, c as ResolvedMaterial, d as ResolvedTexture, e as TextureColorSpace, f as TextureOptions, T as TextureProvider, g as TextureTransform, h as TextureWrap, i as bindRobotMeshes, j as bindSceneMeshes, k as buildGprimGeometry, l as buildGprimObject, m as buildMeshGeometry, n as buildMeshMaterial, o as createTextureProvider, p as findBoundSurfaceShader, r as resolveBoundMaterial } from './MeshBinding-B_8RhuQE.js';
9
+ export { a as ThreeUsdRobotLoader, T as ThreeUsdRobotLoaderOptions } from './ThreeUsdRobotLoader-u3d1yoLM.js';
10
+ export { A as AssetResolver, D as DefaultAssetResolver, M as MdlMaterialDecl, a as MdlModule, b as MdlModuleProvider, c as MdlTextureValue, d as MdlValue, e as createMemoryResolver, i as isMdlTexture, j as joinPosix, p as parseMdl, f as parseMdlLiteral } from './parseMdl-vfzBGoMr.js';
11
+ export { B as BinarySource, U as UsdSource, t as toBytes } from './bytes-CxGRGry_.js';
11
12
 
12
13
  /** Unit vector for a USD joint axis token. Returns a fresh vector each call. */
13
14
  declare function axisVector(axis: Axis): THREE.Vector3;
14
15
 
15
- /**
16
- * Resolves `UsdShade` material bindings to flat PBR parameters.
17
- *
18
- * Follows a prim's (or an ancestor's) `material:binding` to a `Material`, finds
19
- * its surface `Shader`, and reads constant color/metalness/roughness/opacity/
20
- * emissive inputs plus the **texture** asset paths for the diffuse, normal,
21
- * roughness, metallic, occlusion and emissive channels. Handles both
22
- * `UsdPreviewSurface` (constant inputs or a connected `UsdUVTexture` network)
23
- * and the Omniverse MDL material families (M20): `OmniPBR` (and derivatives
24
- * such as `OmniPBR_Opacity`), `OmniPBR_ClearCoat`, `OmniGlass`, and an
25
- * `OmniSurface(Lite)` constants subset. MDL shaders are identified by
26
- * `info:mdl:sourceAsset` / `:subIdentifier`; when the referenced `.mdl` module
27
- * text is available (see `loadMdlModules`), parameter values fall back from
28
- * authored USD inputs to the module's wrapper arguments and declaration
29
- * defaults. Executing MDL remains out of scope.
30
- */
31
-
32
- /** `UsdUVTexture` wrap mode for one axis (`black` ≈ clamp; three has no border). */
33
- type TextureWrap = "repeat" | "clamp" | "mirror" | "black";
34
- /** `UsdTransform2d` applied to the `st` coords feeding a texture. */
35
- type TextureTransform = {
36
- /** `inputs:translation` (UV offset). */
37
- translation?: Vec2;
38
- /** `inputs:rotation` in degrees (CCW about the origin). */
39
- rotation?: number;
40
- /** `inputs:scale` (UV tiling). */
41
- scale?: Vec2;
42
- };
43
- /** A resolved texture reference plus its `UsdUVTexture` sampler/transform state. */
44
- type ResolvedTexture = {
45
- /** Authored asset path of the image. */
46
- path: string;
47
- wrapS?: TextureWrap;
48
- wrapT?: TextureWrap;
49
- /** `UsdTransform2d` on the `st` input, if any. */
50
- transform?: TextureTransform;
51
- /** `inputs:scale` — multiplies the sampled value (folded into material factors). */
52
- scale?: [number, number, number, number];
53
- /** `inputs:bias` — added to the sampled value. */
54
- bias?: [number, number, number, number];
55
- /**
56
- * UV-set (primvar) name the texture reads, resolved through the `inputs:st`
57
- * connection to a `UsdPrimvarReader_float2.inputs:varname`. Absent ⇒ `"st"`.
58
- */
59
- uvSet?: string;
60
- /** `inputs:sourceColorSpace` — overrides the per-channel colorspace default. */
61
- sourceColorSpace?: "raw" | "sRGB" | "auto";
62
- /**
63
- * Which output the consuming input connects to (`outputs:r` → `"r"`, …).
64
- * three.js samples fixed channels (roughness = G, metalness = B, ao = R);
65
- * a mismatch is surfaced as a load warning.
66
- */
67
- outputChannel?: "r" | "g" | "b" | "a" | "rgb";
68
- };
69
- type ResolvedMaterial = {
70
- /** Name of the bound `Material` prim, for round-tripping and debugging. */
71
- name?: string;
72
- color?: Vec3;
73
- opacity?: number;
74
- metalness?: number;
75
- roughness?: number;
76
- emissiveColor?: Vec3;
77
- /**
78
- * `inputs:opacityThreshold`. When `> 0`, opacity is a binary mask (alpha
79
- * clip / cutout); when `0`/absent, sub-unit opacity blends translucently.
80
- */
81
- opacityThreshold?: number;
82
- /** `inputs:ior` — promotes the three material to `MeshPhysicalMaterial`. */
83
- ior?: number;
84
- /** `inputs:clearcoat` (physical promotion). */
85
- clearcoat?: number;
86
- /** `inputs:clearcoatRoughness` (physical promotion). */
87
- clearcoatRoughness?: number;
88
- /** `inputs:specularColor`, only when `inputs:useSpecularWorkflow = 1`. */
89
- specularColor?: Vec3;
90
- /** OmniPBR `inputs:emissive_intensity` — multiplies the emissive color. */
91
- emissiveIntensity?: number;
92
- /** OmniGlass — `1` marks a transmissive dielectric (physical promotion, M20). */
93
- transmission?: number;
94
- /** OmniGlass `inputs:depth` — refraction volume thickness (scene units, M20). */
95
- thickness?: number;
96
- /** Diffuse/albedo texture, if any. */
97
- colorTexture?: ResolvedTexture;
98
- /** Opacity / alpha texture (may be the same image as `colorTexture`). */
99
- opacityTexture?: ResolvedTexture;
100
- /** Tangent-space normal map, if any. */
101
- normalTexture?: ResolvedTexture;
102
- /** Roughness map, if any. */
103
- roughnessTexture?: ResolvedTexture;
104
- /** Metallic map, if any. */
105
- metalnessTexture?: ResolvedTexture;
106
- /** Ambient-occlusion map, if any. */
107
- occlusionTexture?: ResolvedTexture;
108
- /** Emissive map, if any. */
109
- emissiveTexture?: ResolvedTexture;
110
- /** OmniPBR_ClearCoat `clearcoat_normalmap_texture` (physical promotion, M20). */
111
- clearcoatNormalTexture?: ResolvedTexture;
112
- };
113
- type ResolveMaterialOptions = {
114
- /** Parsed `.mdl` modules for MDL family detection and value fallback (M20). */
115
- mdl?: MdlModuleProvider;
116
- /** Receives diagnostics (unknown MDL material families). */
117
- onWarn?: (message: string) => void;
118
- };
119
- /** Resolve the bound material's flat parameters for `prim`, or `undefined`. */
120
- declare function resolveBoundMaterial(stage: Stage, prim: Prim, options?: ResolveMaterialOptions): ResolvedMaterial | undefined;
121
-
122
- /**
123
- * Loads texture image assets referenced by `UsdShade` materials.
124
- *
125
- * A {@link TextureProvider} maps an authored asset path (plus sampler/transform
126
- * options) to a `THREE.Texture`. The default provider fetches the image **bytes**
127
- * through the {@link AssetResolver} and decodes them via a blob URL — so it works
128
- * uniformly for textures served over HTTP and for images embedded inside a
129
- * `.usdz` package (whose resolver serves zip entries, not real URLs). Decoded
130
- * images are cached per resolved URL and shared across every texture that uses
131
- * them; each `THREE.Texture` carries its own color space / wrap / transform.
132
- */
133
-
134
- /**
135
- * Color space to interpret a texture in. Color/albedo and emissive maps are
136
- * `"srgb"`; data maps (normal, roughness, metalness, occlusion) are `"linear"`.
137
- */
138
- type TextureColorSpace = "srgb" | "linear";
139
- /** Per-use sampler state applied to the returned `THREE.Texture`. */
140
- type TextureOptions = {
141
- /** Defaults to `"srgb"`. */
142
- colorSpace?: TextureColorSpace;
143
- wrapS?: TextureWrap;
144
- wrapT?: TextureWrap;
145
- transform?: TextureTransform;
146
- /** UV channel index (0 = `uv`, 1 = `uv1`, …) for multi-UV-set meshes. */
147
- channel?: number;
148
- };
149
- /** Resolve an authored texture asset path to a `THREE.Texture` (or `null`). */
150
- type TextureProvider = (assetPath: string, options?: TextureOptions) => THREE.Texture | null;
151
- /**
152
- * A {@link TextureProvider} backed by the {@link AssetResolver}, resolving paths
153
- * against `baseUrl`. Image bytes are fetched once per URL (works for HTTP and
154
- * `.usdz` entries alike) and the decoded image is shared; each call returns a
155
- * distinct `THREE.Texture` carrying the requested color space / wrap / transform.
156
- */
157
- declare function createTextureProvider(resolver: AssetResolver, baseUrl: string): TextureProvider;
158
-
159
- /**
160
- * Binds renderable gprims — `UsdGeom.Mesh` plus the parametric solids (`Cube` /
161
- * `Sphere` / `Cylinder` / `Capsule` / `Cone`) — to Three.js geometry and
162
- * attaches them under the robot's link objects.
163
- *
164
- * Meshes are triangulated with a simple fan. Primvars (`st` UV sets, `normals`,
165
- * `displayColor`) resolve with USD interpolation semantics — `:indices`
166
- * de-referencing, vertex vs faceVarying (de-indexed) layouts, multiple UV
167
- * channels. Solids tessellate from their schema attributes. Geometry is left
168
- * in stage units; the global `metersPerUnit` scale is applied at the root in M9.
169
- */
170
-
171
- type MeshKind = "visual" | "collision";
172
- type BindMeshesOptions = {
173
- loadVisuals?: boolean;
174
- loadCollisions?: boolean;
175
- /** Resolves diffuse texture asset paths to `THREE.Texture` (M-tex). */
176
- textureProvider?: TextureProvider;
177
- /** Render `BasisCurves` with authored `widths` as tube meshes (M18). */
178
- curveTubes?: boolean;
179
- /** Receives fidelity diagnostics (channel-packing mismatches, M19). */
180
- onWarn?: (message: string) => void;
181
- /** Parsed `.mdl` modules for MDL material family/value resolution (M20). */
182
- mdl?: MdlModuleProvider;
183
- };
184
- /**
185
- * Build a `BufferGeometry` from a Mesh prim, or `null` if it has no points.
186
- *
187
- * Primvars resolve with full interpolation semantics (M19): `:indices` arrays
188
- * are de-referenced, vertex-interpolated `st` sets / `normals` /
189
- * `displayColor` bind onto the shared vertices, and any faceVarying primvar
190
- * (or per-face color) switches the mesh to a de-indexed layout where every
191
- * face corner owns its vertex. Extra UV sets become `uv1`, `uv2`, … in
192
- * {@link meshUvSetNames} order.
193
- *
194
- * When the mesh carries `materialBind` face subsets, the triangles are ordered
195
- * subset by subset and a geometry group is added for each — so the mesh can be
196
- * drawn with one material per subset (see {@link buildMeshMaterials}). Group
197
- * order matches {@link getMaterialSubsets}, with any unassigned faces last.
198
- */
199
- declare function buildMeshGeometry(meshPrim: Prim): THREE.BufferGeometry | null;
200
- /**
201
- * Build geometry for any renderable gprim: `Mesh` via {@link buildMeshGeometry},
202
- * parametric solids from their schema attributes. Solids follow UsdGeom
203
- * semantics — sizes in stage units, centered at the origin, `axis` (default
204
- * `"Z"`) along the spine, and a capsule's `height` spans only its cylindrical
205
- * section. Returns `null` for unsupported prim types.
206
- */
207
- declare function buildGprimGeometry(prim: Prim): THREE.BufferGeometry | null;
208
- type BuildGprimOptions = {
209
- /** Resolves texture asset paths for mesh materials. */
210
- textureProvider?: TextureProvider;
211
- /**
212
- * Render `BasisCurves` that author `widths` as tube meshes instead of
213
- * 1-px lines (default `false`).
214
- */
215
- curveTubes?: boolean;
216
- /** Receives fidelity diagnostics (channel-packing mismatches, M19). */
217
- onWarn?: (message: string) => void;
218
- /** Parsed `.mdl` modules for MDL material family/value resolution (M20). */
219
- mdl?: MdlModuleProvider;
220
- };
221
- /**
222
- * Build a renderable `THREE.Object3D` for any supported gprim (M18):
223
- * `Mesh` and the parametric solids become a `THREE.Mesh` (via
224
- * {@link buildGprimGeometry} + {@link buildMeshMaterials}), `Points` a
225
- * `THREE.Points`, and `BasisCurves` a `THREE.Group` holding one line — or,
226
- * with {@link BuildGprimOptions.curveTubes}, one tube mesh — per curve.
227
- * Returns `null` for unsupported prim types and degenerate geometry.
228
- */
229
- declare function buildGprimObject(prim: Prim, stage?: Stage, options?: BuildGprimOptions): THREE.Object3D | null;
230
- /**
231
- * Build a material for a gprim. Color priority: bound `UsdShade` material
232
- * (when `stage` is given) → `primvars:displayColor` → default gray. Textures
233
- * (via `textures`) become the matching `MeshStandardMaterial` maps — diffuse →
234
- * `map` (sRGB), plus `normalMap` / `roughnessMap` / `metalnessMap` / `aoMap`
235
- * (linear data) and emissive `emissiveMap`. Metalness / roughness / opacity /
236
- * emissive constants come from the bound material when present.
237
- */
238
- declare function buildMeshMaterial(meshPrim: Prim, stage?: Stage, textures?: TextureProvider,
239
- /** Resolve the material binding from here instead (a `GeomSubset`). */
240
- bindingPrim?: Prim,
241
- /** Receives fidelity diagnostics (channel-packing mismatches, M19). */
242
- onWarn?: (message: string) => void,
243
- /** Parsed `.mdl` modules for MDL material family/value resolution (M20). */
244
- mdl?: MdlModuleProvider): THREE.Material;
245
- /**
246
- * Attach visual (and optionally collision) meshes to every link of a built
247
- * {@link ThreeUsdRobot}. Each mesh is positioned by its transform relative to
248
- * the owning link prim.
249
- */
250
- declare function bindRobotMeshes(stage: Stage, robot3d: ThreeUsdRobot, desc: RobotDescription, options?: BindMeshesOptions): void;
251
- /**
252
- * Attach the gprims that belong to no link — the static scenery of a cell that
253
- * also contains robots. The authored prim hierarchy is mirrored with
254
- * `THREE.Group` nodes (each carrying `userData.primPath` and its prim's local
255
- * transform), so grouped scenery — a pallet and its cartons, a fence and its
256
- * wires — stays one movable subtree. World placements are unchanged, and the
257
- * loader's up-axis and unit normalization still applies at the robot root.
258
- * Collision-only and guide/proxy prims are skipped.
259
- */
260
- declare function bindSceneMeshes(stage: Stage, robot3d: ThreeUsdRobot, desc: RobotDescription, options?: {
261
- textureProvider?: TextureProvider;
262
- curveTubes?: boolean;
263
- onWarn?: (message: string) => void;
264
- mdl?: MdlModuleProvider;
265
- }): number;
266
-
267
16
  /**
268
17
  * Authoring API (M14): assemble a robot from Three.js objects and export it.
269
18
  *
@@ -317,6 +66,16 @@ type AddJointOptions = {
317
66
  /** Initial joint value in SI, exported as `PhysicsJointStateAPI`. */
318
67
  initialValue?: number;
319
68
  drive?: JointDriveDescription;
69
+ /**
70
+ * Follow another joint: `value = multiplier · leader + offset` (SI), exported
71
+ * as `NewtonMimicAPI`. The leader must be declared (in any order) and share
72
+ * the motion kind. `multiplier` defaults to `1`, `offset` to `0`.
73
+ */
74
+ mimic?: {
75
+ joint: string;
76
+ multiplier?: number;
77
+ offset?: number;
78
+ };
320
79
  };
321
80
  declare class RobotBuilder {
322
81
  private readonly robotName;
@@ -330,7 +89,7 @@ declare class RobotBuilder {
330
89
  private materialAutoId;
331
90
  constructor(options: RobotBuilderOptions);
332
91
  addLink(options: AddLinkOptions): this;
333
- addFixedJoint(options: Omit<AddJointOptions, "axis" | "lower" | "upper">): this;
92
+ addFixedJoint(options: Omit<AddJointOptions, "axis" | "lower" | "upper" | "mimic">): this;
334
93
  addRevoluteJoint(options: AddJointOptions): this;
335
94
  addPrismaticJoint(options: AddJointOptions): this;
336
95
  private addJoint;
@@ -397,4 +156,4 @@ type ExportThreeUsdRobotOptions = Omit<ExportRobotOptions, "geometry"> & {
397
156
  /** Export a loaded robot back to a USDA AST (pass the result to `serializeUsda`). */
398
157
  declare function exportThreeUsdRobot(robot: ThreeUsdRobot, options?: ExportThreeUsdRobotOptions): UsdaFile;
399
158
 
400
- export { type AddJointOptions, type AddLinkOptions, AssetResolver, Axis, type BindMeshesOptions, type BuildGprimOptions, CollisionApproximation, ExportMaterial, ExportMesh, ExportPhysicsMaterial, ExportRobotOptions, type ExportThreeUsdRobotOptions, type GeometryToExportMeshOptions, JointDriveDescription, KinematicTree, LinkInertialDescription, Mat4, MdlModuleProvider, type MeshKind, Prim, type ResolveMaterialOptions, type ResolvedMaterial, type ResolvedTexture, RobotBuilder, type RobotBuilderOptions, RobotDescription, RobotGeometryProvider, Stage, type TextureColorSpace, type TextureOptions, type TextureProvider, type TextureTransform, type TextureWrap, ThreeUsdRobot, UsdaFile, Vec2, Vec3, type WorldFrame, axisVector, bindRobotMeshes, bindSceneMeshes, buildGprimGeometry, buildGprimObject, buildMeshGeometry, buildMeshMaterial, createTextureProvider, exportThreeUsdRobot, geometryToExportMesh, materialToExportMaterial, resolveBoundMaterial, threeGeometryProvider };
159
+ export { type AddJointOptions, type AddLinkOptions, Axis, CollisionApproximation, ExportMaterial, ExportMesh, ExportPhysicsMaterial, ExportRobotOptions, type ExportThreeUsdRobotOptions, type GeometryToExportMeshOptions, JointDriveDescription, KinematicTree, LinkInertialDescription, Mat4, RobotBuilder, type RobotBuilderOptions, RobotDescription, RobotGeometryProvider, Stage, ThreeUsdRobot, UsdaFile, type WorldFrame, axisVector, exportThreeUsdRobot, geometryToExportMesh, materialToExportMaterial, threeGeometryProvider };
package/dist/index.js CHANGED
@@ -1,11 +1,13 @@
1
- import { stageGeometryProvider, exportRobotUsda } from './chunk-BCRRXGNB.js';
2
- export { PACKAGE_NAME, VERSION, exportRobotUsda, stageGeometryProvider, validateRobotDescription, writeUsdz } from './chunk-BCRRXGNB.js';
3
- export { ThreeUsdRobotLoader, bindRobotMeshes, bindSceneMeshes, buildGprimGeometry, buildGprimObject, buildMeshGeometry, buildMeshMaterial, createTextureProvider } from './chunk-5SVRTKS4.js';
4
- import { refineJointType, buildKinematicTree } from './chunk-AXPMXEQC.js';
5
- export { ARTICULATION_ROOT_API, Attribute, COLLISION_API, CrateReader, DEFAULT_METERS_PER_UNIT, DefaultAssetResolver, Layer, MASS_API, MESH_COLLISION_API, PHYSICS_MATERIAL_API, ParseError, Prim, RIGID_BODY_API, Relationship, Stage, TokenizeError, buildKinematicTree, collectMdlAssetPaths, composeFile, composeLayer, computeLocalTransform, computeWorldTransform, crateToUsdaFile, createMemoryResolver, driveKindFor, extractRobotDescription, gatherGprimDescendants, gatherMeshDescendants, getJointAxis, getJointBodies, getJointDrive, getJointLimits, getJointLocalFrame, getJointStatePosition, getJointType, getMassProperties, hasArticulationRootAPI, hasCollisionAPI, hasRigidBodyAPI, isBasisCurves, isMdlTexture, isMesh, isPoints, isRenderableGprim, isScope, isSolidGprim, isUnsupportedGprim, isXform, isZip, iterDescendants, joinPosix, jointValueFromSI, jointValueToSI, loadMdlModules, normalizeJointLimits, openUsdz, parseMdl, parseMdlLiteral, parseOpType, parseUsda, refineJointType, resolveBoundMaterial, serializeUsda, toBytes, tokenize } from './chunk-AXPMXEQC.js';
6
- export { JointObject, LinkObject, ThreeUsdRobot, axisVector } from './chunk-ENWFOYHU.js';
7
- import { identity4, multiply, invert } from './chunk-LDO5FKQS.js';
8
- export { AssetPath, DEG2RAD, Quat, RAD2DEG, UsdMatrix, channelFromSamples, decomposeJointRelative, decomposeRigid, fromUsdMatrix, getTranslation, identity4, interpolate, invert, makeEuler, makeRotationFromQuat, makeRotationX, makeRotationY, makeRotationZ, makeScale, makeTranslation, multiply, multiplyAll, nearestAngleBranch, toUsdMatrix } from './chunk-LDO5FKQS.js';
1
+ import { stageGeometryProvider, exportRobotUsda } from './chunk-5ZPHZ5ZH.js';
2
+ export { PACKAGE_NAME, VERSION, exportRobotUsda, stageGeometryProvider, validateRobotDescription, writeUsdz } from './chunk-5ZPHZ5ZH.js';
3
+ export { ThreeUsdRobotLoader, bindRobotMeshes, bindSceneMeshes, buildGprimGeometry, buildGprimObject, buildMeshGeometry, buildMeshMaterial, createTextureProvider } from './chunk-GRJGPHLW.js';
4
+ import { refineJointType, buildKinematicTree } from './chunk-FUVHAORT.js';
5
+ export { ARTICULATION_ROOT_API, Attribute, COLLISION_API, CrateReader, DEFAULT_METERS_PER_UNIT, Layer, MASS_API, MESH_COLLISION_API, PHYSICS_MATERIAL_API, ParseError, Prim, RIGID_BODY_API, Relationship, Stage, TokenizeError, buildKinematicTree, collectMdlAssetPaths, composeFile, composeLayer, computeLocalTransform, computeWorldTransform, crateToUsdaFile, driveKindFor, extractRobotDescription, gatherGprimDescendants, gatherMeshDescendants, getJointAxis, getJointBodies, getJointDrive, getJointLimits, getJointLocalFrame, getJointStatePosition, getJointType, getMassProperties, hasArticulationRootAPI, hasCollisionAPI, hasRigidBodyAPI, isBasisCurves, isMesh, isPoints, isRenderableGprim, isScope, isSolidGprim, isUnsupportedGprim, isXform, isZip, iterDescendants, jointValueFromSI, jointValueToSI, loadMdlModules, normalizeJointLimits, openUsdz, parseOpType, parseUsda, refineJointType, serializeUsda, toBytes, tokenize } from './chunk-FUVHAORT.js';
6
+ export { JointObject, LinkObject, ThreeUsdRobot, axisVector } from './chunk-JN2QPDB3.js';
7
+ import { identity4, multiply, invert } from './chunk-YGJ23CG3.js';
8
+ export { DEG2RAD, RAD2DEG, channelFromSamples, decomposeJointRelative, decomposeRigid, fromUsdMatrix, getTranslation, identity4, interpolate, invert, makeEuler, makeRotationFromQuat, makeRotationX, makeRotationY, makeRotationZ, makeScale, makeTranslation, multiply, multiplyAll, nearestAngleBranch, toUsdMatrix } from './chunk-YGJ23CG3.js';
9
+ export { DefaultAssetResolver, createMemoryResolver, findBoundSurfaceShader, isMdlTexture, joinPosix, parseMdl, parseMdlLiteral, resolveBoundMaterial } from './chunk-PPPRB6KE.js';
10
+ export { AssetPath, Quat, UsdMatrix } from './chunk-JGIVJXBU.js';
9
11
  import * as THREE from 'three';
10
12
 
11
13
  function geometryToExportMesh(geometry, options) {
@@ -233,6 +235,23 @@ var RobotBuilder = class {
233
235
  const jointWorld = pending.world ?? childLink.world;
234
236
  const parentWorld = parent === "" ? identity4() : this.links.get(parent).world;
235
237
  const type = refineJointType(pending.type, options.lower, options.upper);
238
+ if (options.mimic) {
239
+ const leader = this.joints.get(options.mimic.joint);
240
+ if (!leader) {
241
+ throw new Error(
242
+ `RobotBuilder: joint "${name}" mimics unknown joint "${options.mimic.joint}"`
243
+ );
244
+ }
245
+ if (options.mimic.joint === name) {
246
+ throw new Error(`RobotBuilder: joint "${name}" cannot mimic itself`);
247
+ }
248
+ const linear = (t) => t === "prismatic";
249
+ if (leader.type === "fixed" || linear(leader.type) !== linear(pending.type)) {
250
+ throw new Error(
251
+ `RobotBuilder: joint "${name}" (${pending.type}) cannot mimic "${options.mimic.joint}" (${leader.type})`
252
+ );
253
+ }
254
+ }
236
255
  joints[name] = {
237
256
  name,
238
257
  primPath: `/${this.robotName}/${name}`,
@@ -245,7 +264,14 @@ var RobotBuilder = class {
245
264
  ...options.lower !== void 0 ? { lower: options.lower } : {},
246
265
  ...options.upper !== void 0 ? { upper: options.upper } : {},
247
266
  ...options.initialValue !== void 0 ? { initialValue: options.initialValue } : {},
248
- ...options.drive ? { drive: options.drive } : {}
267
+ ...options.drive ? { drive: options.drive } : {},
268
+ ...options.mimic ? {
269
+ mimic: {
270
+ joint: options.mimic.joint,
271
+ multiplier: options.mimic.multiplier ?? 1,
272
+ offset: options.mimic.offset ?? 0
273
+ }
274
+ } : {}
249
275
  };
250
276
  }
251
277
  if (this.articulationRoot !== void 0 && !this.links.has(this.articulationRoot)) {