three-usd-robot 0.2.0
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.
- package/LICENSE +21 -0
- package/README.md +107 -0
- package/dist/ThreeUsdRobot-lMZHW-it.d.ts +121 -0
- package/dist/buildKinematicTree-2fg6ZN8m.d.ts +283 -0
- package/dist/chunk-XCP5GZPY.js +2685 -0
- package/dist/chunk-XCP5GZPY.js.map +1 -0
- package/dist/core.d.ts +464 -0
- package/dist/core.js +3 -0
- package/dist/core.js.map +1 -0
- package/dist/extras.d.ts +50 -0
- package/dist/extras.js +35 -0
- package/dist/extras.js.map +1 -0
- package/dist/helpers.d.ts +39 -0
- package/dist/helpers.js +92 -0
- package/dist/helpers.js.map +1 -0
- package/dist/index.d.ts +89 -0
- package/dist/index.js +493 -0
- package/dist/index.js.map +1 -0
- package/package.json +75 -0
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* as THREE from \"three\";\nimport type { Axis } from \"../robot/RobotDescription.js\";\n\n/** Unit vector for a USD joint axis token. Returns a fresh vector each call. */\nexport function axisVector(axis: Axis): THREE.Vector3 {\n switch (axis) {\n case \"X\":\n return new THREE.Vector3(1, 0, 0);\n case \"Y\":\n return new THREE.Vector3(0, 1, 0);\n case \"Z\":\n return new THREE.Vector3(0, 0, 1);\n }\n}\n","import * as THREE from \"three\";\nimport type { Axis, JointDescription, JointType } from \"../robot/RobotDescription.js\";\nimport { axisVector } from \"./axis.js\";\n\n/**\n * The articulated \"motion\" node of a joint, inserted between the joint's two\n * fixed frames (`jointFrame0` and `inverse(jointFrame1)`). {@link setValue}\n * rotates it about the axis (revolute/continuous) or slides it along the axis\n * (prismatic); fixed joints are inert.\n */\nexport class JointObject extends THREE.Object3D {\n readonly isJointObject = true;\n readonly jointName: string;\n readonly jointType: JointType;\n readonly axisToken: Axis;\n readonly axis: THREE.Vector3;\n readonly lower: number | undefined;\n readonly upper: number | undefined;\n\n private _value = 0;\n\n constructor(joint: JointDescription) {\n super();\n this.name = joint.name;\n this.jointName = joint.name;\n this.jointType = joint.type;\n this.axisToken = joint.axis;\n this.axis = axisVector(joint.axis);\n this.lower = joint.lower;\n this.upper = joint.upper;\n }\n\n get value(): number {\n return this._value;\n }\n\n get articulated(): boolean {\n return this.jointType !== \"fixed\";\n }\n\n /**\n * Set the joint value (radians for revolute/continuous, length for prismatic).\n * Optionally clamps to authored limits. Returns the value actually applied.\n */\n setValue(value: number, clampToLimits = true): number {\n if (!this.articulated) return this._value; // fixed joint: inert\n\n let v = value;\n if (clampToLimits) {\n if (this.lower !== undefined && v < this.lower) v = this.lower;\n if (this.upper !== undefined && v > this.upper) v = this.upper;\n }\n this._value = v;\n\n if (this.jointType === \"prismatic\") {\n this.position.copy(this.axis).multiplyScalar(v);\n this.quaternion.identity();\n } else {\n this.quaternion.setFromAxisAngle(this.axis, v);\n this.position.set(0, 0, 0);\n }\n return v;\n }\n}\n","import * as THREE from \"three\";\nimport type { LinkDescription } from \"../robot/RobotDescription.js\";\n\n/**\n * Three.js node for a robot link. Its frame is the USD link prim's frame;\n * visual/collision meshes (M6) attach as children relative to it. Placement\n * relative to the parent is supplied by the joint chain, so a link's own local\n * matrix is identity (except the root, which carries the world-fixed placement).\n */\nexport class LinkObject extends THREE.Object3D {\n readonly isLinkObject = true;\n readonly linkName: string;\n readonly primPath: string;\n\n constructor(link: LinkDescription) {\n super();\n this.name = link.name;\n this.linkName = link.name;\n this.primPath = link.primPath;\n // Placement comes from the parent joint chain; keep the local matrix fixed.\n this.matrixAutoUpdate = false;\n }\n}\n","/**\n * Binds `UsdGeom.Mesh` prims to Three.js geometry and attaches them under the\n * robot's link objects.\n *\n * Triangulates polygons with a simple fan, uses authored per-vertex normals\n * when present (else computes smooth normals), and reads `primvars:st` UVs and\n * `primvars:displayColor`. Geometry is left in stage units; the global\n * `metersPerUnit` scale is applied at the root in M9.\n */\n\nimport * as THREE from \"three\";\nimport { type Mat4, identity4, multiply } from \"../kinematics/transforms.js\";\nimport type { Vec2, Vec3 } from \"../parser/ast.js\";\nimport type { RobotDescription } from \"../robot/RobotDescription.js\";\nimport type { Prim } from \"../usd/Prim.js\";\nimport type { Stage } from \"../usd/Stage.js\";\nimport { computeLocalTransform } from \"../usd/xformOps.js\";\nimport type { ThreeUsdRobot } from \"./ThreeUsdRobot.js\";\n\nexport type MeshKind = \"visual\" | \"collision\";\n\nconst DEFAULT_COLOR = 0x9a9a9a;\n\nexport type BindMeshesOptions = {\n loadVisuals?: boolean;\n loadCollisions?: boolean;\n};\n\n/** Build a `BufferGeometry` from a Mesh prim, or `null` if it has no points. */\nexport function buildMeshGeometry(meshPrim: Prim): THREE.BufferGeometry | null {\n const points = meshPrim.GetAttribute(\"points\").Get();\n if (!isVec3Array(points) || points.length === 0) return null;\n\n const geometry = new THREE.BufferGeometry();\n geometry.setAttribute(\"position\", new THREE.Float32BufferAttribute(flat3(points), 3));\n\n const counts = meshPrim.GetAttribute(\"faceVertexCounts\").Get();\n const indices = meshPrim.GetAttribute(\"faceVertexIndices\").Get();\n if (isNumberArray(counts) && isNumberArray(indices)) {\n geometry.setIndex(triangulate(counts, indices));\n } else if (isNumberArray(indices)) {\n geometry.setIndex(indices.slice());\n }\n\n const normals = meshPrim.GetAttribute(\"normals\").Get();\n if (isVec3Array(normals) && normals.length === points.length) {\n geometry.setAttribute(\"normal\", new THREE.Float32BufferAttribute(flat3(normals), 3));\n } else {\n geometry.computeVertexNormals();\n }\n\n const st = meshPrim.GetAttribute(\"primvars:st\").Get();\n if (isVec2Array(st) && st.length === points.length) {\n geometry.setAttribute(\"uv\", new THREE.Float32BufferAttribute(flat2(st), 2));\n }\n\n return geometry;\n}\n\n/** Build a default material for a Mesh prim from `displayColor` / `doubleSided`. */\nexport function buildMeshMaterial(meshPrim: Prim): THREE.Material {\n const color = new THREE.Color(DEFAULT_COLOR);\n const displayColor = meshPrim.GetAttribute(\"primvars:displayColor\").Get();\n if (isVec3Array(displayColor) && displayColor[0]) {\n const [r, g, b] = displayColor[0];\n color.setRGB(r, g, b);\n }\n const doubleSided = meshPrim.GetAttribute(\"doubleSided\").Get() === true;\n return new THREE.MeshStandardMaterial({\n color,\n metalness: 0.1,\n roughness: 0.8,\n side: doubleSided ? THREE.DoubleSide : THREE.FrontSide,\n });\n}\n\n/**\n * Attach visual (and optionally collision) meshes to every link of a built\n * {@link ThreeUsdRobot}. Each mesh is positioned by its transform relative to\n * the owning link prim.\n */\nexport function bindRobotMeshes(\n stage: Stage,\n robot3d: ThreeUsdRobot,\n desc: RobotDescription,\n options: BindMeshesOptions = {},\n): void {\n const loadVisuals = options.loadVisuals ?? true;\n const loadCollisions = options.loadCollisions ?? false;\n\n for (const [key, link] of Object.entries(desc.links)) {\n const linkObj = robot3d.getLinkObject(key);\n const linkPrim = stage.GetPrimAtPath(link.primPath);\n if (!linkObj || !linkPrim) continue;\n\n const collisionSet = new Set(link.collisionPrims ?? []);\n\n if (loadVisuals) {\n for (const meshPath of link.visualPrims) {\n if (collisionSet.has(meshPath)) continue; // collision-only handled below\n attachMesh(stage, linkPrim, meshPath, linkObj, \"visual\");\n }\n }\n if (loadCollisions) {\n for (const meshPath of link.collisionPrims ?? []) {\n attachMesh(stage, linkPrim, meshPath, linkObj, \"collision\");\n }\n }\n }\n}\n\nfunction attachMesh(\n stage: Stage,\n linkPrim: Prim,\n meshPath: string,\n parent: THREE.Object3D,\n kind: MeshKind,\n): void {\n const meshPrim = stage.GetPrimAtPath(meshPath);\n if (!meshPrim) return;\n const geometry = buildMeshGeometry(meshPrim);\n if (!geometry) return;\n\n const mesh = new THREE.Mesh(geometry, buildMeshMaterial(meshPrim));\n mesh.name = meshPrim.GetName();\n mesh.userData.kind = kind;\n mesh.userData.primPath = meshPath;\n // Collision meshes are loaded hidden; reveal via `robot.showCollision = true`.\n if (kind === \"collision\") mesh.visible = false;\n mesh.matrixAutoUpdate = false;\n mesh.matrix.fromArray(relativeTransform(linkPrim, meshPrim));\n mesh.matrixWorldNeedsUpdate = true;\n parent.add(mesh);\n}\n\n/** Accumulated local transform from `linkPrim` (exclusive) down to `meshPrim` (inclusive). */\nfunction relativeTransform(linkPrim: Prim, meshPrim: Prim): Mat4 {\n const chain: Prim[] = [];\n let p: Prim | null = meshPrim;\n const stop = linkPrim.GetPath();\n while (p && p.GetPath() !== stop) {\n chain.push(p);\n p = p.GetParent();\n }\n chain.reverse(); // top-most (just under link) → mesh\n\n let m = identity4();\n for (const prim of chain) {\n m = multiply(m, computeLocalTransform(prim).matrix);\n }\n return m;\n}\n\n// --- triangulation & typed-array helpers -----------------------------------\n\n/** Fan-triangulate USD polygon faces into a flat triangle index list. */\nfunction triangulate(faceVertexCounts: number[], faceVertexIndices: number[]): number[] {\n const tris: number[] = [];\n let offset = 0;\n for (const count of faceVertexCounts) {\n for (let k = 2; k < count; k++) {\n tris.push(\n faceVertexIndices[offset]!,\n faceVertexIndices[offset + k - 1]!,\n faceVertexIndices[offset + k]!,\n );\n }\n offset += count;\n }\n return tris;\n}\n\nfunction flat3(v: Vec3[]): number[] {\n const out = new Array<number>(v.length * 3);\n for (let i = 0; i < v.length; i++) {\n out[i * 3] = v[i]![0];\n out[i * 3 + 1] = v[i]![1];\n out[i * 3 + 2] = v[i]![2];\n }\n return out;\n}\n\nfunction flat2(v: Vec2[]): number[] {\n const out = new Array<number>(v.length * 2);\n for (let i = 0; i < v.length; i++) {\n out[i * 2] = v[i]![0];\n out[i * 2 + 1] = v[i]![1];\n }\n return out;\n}\n\nfunction isNumberArray(v: unknown): v is number[] {\n return Array.isArray(v) && v.every((n) => typeof n === \"number\");\n}\n\nfunction isVec3Array(v: unknown): v is Vec3[] {\n return Array.isArray(v) && v.every((e) => Array.isArray(e) && e.length === 3);\n}\n\nfunction isVec2Array(v: unknown): v is Vec2[] {\n return Array.isArray(v) && v.every((e) => Array.isArray(e) && e.length === 2);\n}\n","import * as THREE from \"three\";\nimport { type Mat4, invert, multiply } from \"../kinematics/transforms.js\";\nimport type {\n JointDescription,\n LinkDescription,\n RobotDescription,\n} from \"../robot/RobotDescription.js\";\nimport type { KinematicTree } from \"../robot/buildKinematicTree.js\";\nimport { JointObject } from \"./JointObject.js\";\nimport { LinkObject } from \"./LinkObject.js\";\n\nexport type ThreeUsdRobotOptions = {\n /** Clamp `setJointValue` to authored limits (default `true`). */\n clampJointLimits?: boolean;\n /** Size of the built-in joint-axis / link-frame helpers (stage units, default `0.15`). */\n helperSize?: number;\n /**\n * Up-axis correction applied at the robot root. `\"auto\"` rotates Z-up assets\n * into the Three.js Y-up scene; `\"Z\"` forces it, `\"Y\"`/`\"none\"` leave the\n * orientation as authored. Default `\"none\"` (the loader defaults to `\"auto\"`).\n */\n upAxisConversion?: \"auto\" | \"Y\" | \"Z\" | \"none\";\n /** Extra uniform scale multiplied with the stage `metersPerUnit` (default `1`). */\n unitScale?: number;\n /** Seed joints from their authored initial value (drive target / joint state). Default `true`. */\n applyInitialPose?: boolean;\n};\n\n/**\n * A Three.js `Object3D` that realizes a {@link RobotDescription} as a kinematic\n * hierarchy and drives forward kinematics via {@link setJointValue}.\n *\n * Per joint the hierarchy is\n * `parentLink → jointFrame0 → jointMotion → jointFrame1⁻¹ → childLink`,\n * where only `jointMotion` (a {@link JointObject}) changes with the joint value;\n * world poses then fall out of Three.js's `updateMatrixWorld`.\n */\nexport class ThreeUsdRobot extends THREE.Object3D {\n readonly isThreeUsdRobot = true;\n readonly robot: RobotDescription;\n readonly tree: KinematicTree;\n readonly clampJointLimits: boolean;\n\n private readonly linkObjects = new Map<string, LinkObject>();\n private readonly jointObjects = new Map<string, JointObject>();\n private dirty = true;\n\n private readonly helperSize: number;\n private _showVisual = true;\n private _showCollision = false;\n private _showJointAxes = false;\n private _showLinkFrames = false;\n private jointAxesHelpers: THREE.AxesHelper[] = [];\n private linkFrameHelpers: THREE.AxesHelper[] = [];\n\n constructor(robot: RobotDescription, tree: KinematicTree, options: ThreeUsdRobotOptions = {}) {\n super();\n this.name = robot.name;\n this.robot = robot;\n this.tree = tree;\n this.clampJointLimits = options.clampJointLimits ?? true;\n this.helperSize = options.helperSize ?? 0.15;\n\n // Create a node for every link up front.\n for (const [key, link] of Object.entries(robot.links)) {\n this.linkObjects.set(key, new LinkObject(link));\n }\n\n this.attachRoot();\n this.attachTreeEdges();\n this.attachIsolatedLinks();\n this.applyStageNormalization(robot, options);\n if (options.applyInitialPose ?? true) this.applyInitialPose(robot);\n }\n\n /** Orient (Z-up → Y-up) and scale (metersPerUnit × unitScale) the robot root. */\n private applyStageNormalization(robot: RobotDescription, options: ThreeUsdRobotOptions): void {\n const scale = (robot.metersPerUnit || 1) * (options.unitScale ?? 1);\n if (scale !== 1) this.scale.setScalar(scale);\n\n const conv = options.upAxisConversion ?? \"none\";\n const toY = conv === \"Z\" || (conv === \"auto\" && robot.upAxis === \"Z\");\n if (toY) this.quaternion.setFromAxisAngle(new THREE.Vector3(1, 0, 0), -Math.PI / 2);\n }\n\n /** Apply each joint's authored initial value, if any. */\n private applyInitialPose(robot: RobotDescription): void {\n for (const [key, joint] of Object.entries(robot.joints)) {\n if (joint.initialValue === undefined) continue;\n this.jointObjects.get(key)?.setValue(joint.initialValue, this.clampJointLimits);\n }\n this.dirty = true;\n }\n\n private attachRoot(): void {\n const rootObj = this.linkObjects.get(this.tree.root);\n if (!rootObj) return; // empty robot\n const rootJointKey = this.tree.rootJoint;\n if (rootJointKey) {\n const j = this.robot.joints[rootJointKey];\n // World-fixed placement: jointFrame0 (in world) · inverse(jointFrame1).\n if (j) setMatrix(rootObj, multiply(j.jointFrame0, invert(j.jointFrame1)));\n }\n this.add(rootObj);\n }\n\n private attachTreeEdges(): void {\n for (const linkKey of this.tree.order) {\n const node = this.tree.nodes[linkKey];\n if (!node || node.parent === null || node.jointToParent === null) continue;\n\n const parentObj = this.linkObjects.get(node.parent);\n const childObj = this.linkObjects.get(linkKey);\n const joint = this.robot.joints[node.jointToParent];\n if (!parentObj || !childObj || !joint) continue;\n\n this.attachJointChain(parentObj, childObj, node.jointToParent, joint);\n }\n }\n\n /** Build `parent → frame0 → motion → frame1⁻¹ → child` for one joint. */\n private attachJointChain(\n parent: LinkObject,\n child: LinkObject,\n jointKey: string,\n joint: JointDescription,\n ): void {\n const frame0 = new THREE.Group();\n frame0.name = `${joint.name}:frame0`;\n setMatrix(frame0, joint.jointFrame0);\n\n const motion = new JointObject(joint);\n\n const frame1Inv = new THREE.Group();\n frame1Inv.name = `${joint.name}:frame1Inv`;\n setMatrix(frame1Inv, invert(joint.jointFrame1));\n\n parent.add(frame0);\n frame0.add(motion);\n motion.add(frame1Inv);\n frame1Inv.add(child);\n\n this.jointObjects.set(jointKey, motion);\n }\n\n private attachIsolatedLinks(): void {\n for (const key of this.tree.isolatedLinks) {\n const obj = this.linkObjects.get(key);\n if (obj && !obj.parent) this.add(obj);\n }\n }\n\n // -- Joint control -------------------------------------------------------\n\n /** Set one joint value. Unknown joints are ignored. Returns whether it applied. */\n setJointValue(name: string, value: number): boolean {\n const joint = this.jointObjects.get(name);\n if (!joint) return false;\n joint.setValue(value, this.clampJointLimits);\n this.dirty = true;\n return true;\n }\n\n /** Set several joint values at once (matrix update is coalesced). */\n setJointValues(values: Record<string, number>): void {\n for (const [name, value] of Object.entries(values)) {\n const joint = this.jointObjects.get(name);\n if (joint) {\n joint.setValue(value, this.clampJointLimits);\n this.dirty = true;\n }\n }\n }\n\n getJointValue(name: string): number | undefined {\n return this.jointObjects.get(name)?.value;\n }\n\n /** Recompute world matrices. Called lazily by the getters; safe to call directly. */\n updateKinematics(): void {\n this.updateMatrixWorld(true);\n this.dirty = false;\n }\n\n private ensureUpdated(): void {\n if (this.dirty) this.updateKinematics();\n }\n\n // -- Queries -------------------------------------------------------------\n\n getLinkWorldMatrix(name: string): THREE.Matrix4 {\n const obj = this.linkObjects.get(name);\n if (!obj) throw new Error(`unknown link \"${name}\"`);\n this.ensureUpdated();\n return obj.matrixWorld.clone();\n }\n\n getLinkWorldPosition(name: string): THREE.Vector3 {\n return new THREE.Vector3().setFromMatrixPosition(this.getLinkWorldMatrix(name));\n }\n\n getLinkObject(name: string): LinkObject | undefined {\n return this.linkObjects.get(name);\n }\n\n getJointObject(name: string): JointObject | undefined {\n return this.jointObjects.get(name);\n }\n\n getJoints(): JointDescription[] {\n return Object.values(this.robot.joints);\n }\n\n getLinks(): LinkDescription[] {\n return Object.values(this.robot.links);\n }\n\n /** Names of the articulated (controllable) joints. */\n getJointNames(): string[] {\n return [...this.jointObjects.keys()];\n }\n\n getLinkNames(): string[] {\n return [...this.linkObjects.keys()];\n }\n\n getKinematicTree(): KinematicTree {\n return this.tree;\n }\n\n // -- Display toggles -----------------------------------------------------\n\n get showVisual(): boolean {\n return this._showVisual;\n }\n set showVisual(v: boolean) {\n this._showVisual = v;\n this.setKindVisibility(\"visual\", v);\n }\n\n get showCollision(): boolean {\n return this._showCollision;\n }\n set showCollision(v: boolean) {\n this._showCollision = v;\n this.setKindVisibility(\"collision\", v);\n }\n\n get showJointAxes(): boolean {\n return this._showJointAxes;\n }\n set showJointAxes(v: boolean) {\n this._showJointAxes = v;\n if (v && this.jointAxesHelpers.length === 0) {\n for (const joint of this.jointObjects.values()) {\n const h = new THREE.AxesHelper(this.helperSize);\n h.name = `${joint.jointName}:axes`;\n joint.add(h);\n this.jointAxesHelpers.push(h);\n }\n }\n for (const h of this.jointAxesHelpers) h.visible = v;\n }\n\n get showLinkFrames(): boolean {\n return this._showLinkFrames;\n }\n set showLinkFrames(v: boolean) {\n this._showLinkFrames = v;\n if (v && this.linkFrameHelpers.length === 0) {\n for (const link of this.linkObjects.values()) {\n const h = new THREE.AxesHelper(this.helperSize);\n h.name = `${link.linkName}:frame`;\n link.add(h);\n this.linkFrameHelpers.push(h);\n }\n }\n for (const h of this.linkFrameHelpers) h.visible = v;\n }\n\n private setKindVisibility(kind: string, visible: boolean): void {\n this.traverse((o) => {\n if ((o.userData as { kind?: string }).kind === kind) o.visible = visible;\n });\n }\n}\n\n/** Assign a fixed local matrix to an object (disables Three.js auto-update). */\nfunction setMatrix(obj: THREE.Object3D, m: Mat4): void {\n obj.matrixAutoUpdate = false;\n obj.matrix.fromArray(m);\n obj.matrixWorldNeedsUpdate = true;\n}\n","import type { RobotDescription } from \"../robot/RobotDescription.js\";\nimport { extractRobotDescription } from \"../robot/RobotExtractor.js\";\nimport { buildKinematicTree } from \"../robot/buildKinematicTree.js\";\nimport { type AssetResolver, DefaultAssetResolver } from \"../usd/AssetResolver.js\";\nimport { Stage } from \"../usd/Stage.js\";\nimport { composeLayer } from \"../usd/composition.js\";\nimport { CrateReader } from \"../usd/crate/CrateReader.js\";\nimport { crateToUsdaFile } from \"../usd/crate/toUsdaFile.js\";\nimport { openUsdz } from \"../usd/usdz.js\";\nimport { bindRobotMeshes } from \"./MeshBinding.js\";\nimport { ThreeUsdRobot, type ThreeUsdRobotOptions } from \"./ThreeUsdRobot.js\";\n\nexport type ThreeUsdRobotLoaderOptions = {\n /** Resolver for references / payloads / sublayers (default {@link DefaultAssetResolver}). */\n assetResolver?: AssetResolver;\n /** Render visual meshes (M6). */\n loadVisuals?: boolean;\n /** Render collision meshes (M6). */\n loadCollisions?: boolean;\n /** Up-axis correction strategy (M9). */\n upAxisConversion?: \"auto\" | \"Y\" | \"Z\" | \"none\";\n /** Extra uniform scale multiplied with `metersPerUnit` (M9). */\n unitScale?: number;\n /** Clamp `setJointValue` to authored limits (default `true`). */\n clampJointLimits?: boolean;\n /** Seed joints from drive targets / joint state (M9). */\n applyDriveTargetsAsInitialPose?: boolean;\n /** Override the robot name. */\n robotName?: string;\n /** Receives non-fatal load diagnostics. */\n onWarn?: (message: string) => void;\n};\n\n/**\n * Loads Isaac Sim / OpenUSD robot assets into a controllable {@link ThreeUsdRobot}.\n *\n * Composition (references / payloads / sublayers, M8) is resolved through an\n * {@link AssetResolver}. Mesh rendering is M6; unit / up-axis / initial-pose\n * handling is M9; USDC and variants are M10.\n */\nexport class ThreeUsdRobotLoader {\n readonly options: ThreeUsdRobotLoaderOptions;\n\n constructor(options: ThreeUsdRobotLoaderOptions = {}) {\n this.options = options;\n }\n\n private get resolver(): AssetResolver {\n return this.options.assetResolver ?? new DefaultAssetResolver();\n }\n\n /**\n * Fetch an asset by URL and build the robot. `.usdz` packages are unzipped and\n * composed from their entries; everything else is treated as USDA text.\n */\n async loadAsync(url: string): Promise<ThreeUsdRobot> {\n if (/\\.usdz$/i.test(url)) {\n return this.parseUsdz(await this.fetchRootBytes(url));\n }\n // Fetch bytes so we can detect a binary crate (`.usd` may be USDC or USDA).\n const bytes = await this.fetchRootBytes(url);\n if (CrateReader.isCrate(bytes)) return this.parseCrate(bytes);\n return this.parse(new TextDecoder().decode(bytes), url);\n }\n\n private async fetchRootBytes(url: string): Promise<Uint8Array> {\n const resolver = this.resolver;\n if (resolver.fetchBytes) return resolver.fetchBytes(url);\n return new TextEncoder().encode(await resolver.fetchText(url));\n }\n\n /** Build a robot (composed, with meshes) from USDA source text. */\n async parse(text: string, baseUrl = \"\"): Promise<ThreeUsdRobot> {\n return this.buildFromStage(await this.composeStage(text, baseUrl, this.resolver));\n }\n\n /** Build a robot from the bytes of a `.usdz` package. */\n async parseUsdz(bytes: Uint8Array): Promise<ThreeUsdRobot> {\n const pkg = openUsdz(bytes);\n const rootText = await pkg.resolver.fetchText(pkg.rootEntry);\n return this.buildFromStage(await this.composeStage(rootText, pkg.rootEntry, pkg.resolver));\n }\n\n /** Build a robot from the bytes of a binary crate (`.usdc` / binary `.usd`). */\n parseCrate(bytes: Uint8Array): Promise<ThreeUsdRobot> {\n const file = crateToUsdaFile(new CrateReader(bytes));\n return Promise.resolve(this.buildFromStage(Stage.OpenFromFile(file)));\n }\n\n /** Parse + compose USDA source into the Three.js-independent robot IR. */\n async parseRobotDescription(text: string, baseUrl = \"\"): Promise<RobotDescription> {\n const stage = await this.composeStage(text, baseUrl, this.resolver);\n return extractRobotDescription(stage, this.extractOptions());\n }\n\n private buildFromStage(stage: Stage): ThreeUsdRobot {\n const robot = extractRobotDescription(stage, this.extractOptions());\n const tree = buildKinematicTree(robot);\n const robot3d = new ThreeUsdRobot(robot, tree, this.robotOptions());\n\n const loadVisuals = this.options.loadVisuals ?? true;\n const loadCollisions = this.options.loadCollisions ?? false;\n if (loadVisuals || loadCollisions) {\n bindRobotMeshes(stage, robot3d, robot, { loadVisuals, loadCollisions });\n }\n return robot3d;\n }\n\n private async composeStage(\n text: string,\n baseUrl: string,\n resolver: AssetResolver,\n ): Promise<Stage> {\n const composeOptions = this.options.onWarn ? { onWarn: this.options.onWarn } : {};\n return Stage.OpenFromFile(await composeLayer(text, baseUrl, resolver, composeOptions));\n }\n\n private robotOptions(): ThreeUsdRobotOptions {\n return {\n upAxisConversion: this.options.upAxisConversion ?? \"auto\",\n ...(this.options.clampJointLimits !== undefined\n ? { clampJointLimits: this.options.clampJointLimits }\n : {}),\n ...(this.options.unitScale !== undefined ? { unitScale: this.options.unitScale } : {}),\n ...(this.options.applyDriveTargetsAsInitialPose !== undefined\n ? { applyInitialPose: this.options.applyDriveTargetsAsInitialPose }\n : {}),\n };\n }\n\n private extractOptions(): { robotName?: string; onWarn?: (message: string) => void } {\n return {\n ...(this.options.robotName !== undefined ? { robotName: this.options.robotName } : {}),\n ...(this.options.onWarn !== undefined ? { onWarn: this.options.onWarn } : {}),\n };\n }\n}\n"]}
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{
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"name": "three-usd-robot",
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"version": "0.2.0",
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"description": "Kinematic OpenUSD robot loader for Three.js — load Isaac Sim / OpenUSD robot assets, extract joints and links, and control articulations in the browser.",
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"type": "module",
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"license": "MIT",
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"author": "neka-nat",
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"repository": {
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"type": "git",
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"url": "git+https://github.com/neka-nat/three-usd-robot.git"
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},
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"keywords": [
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"three",
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"threejs",
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"usd",
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"openusd",
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"isaac-sim",
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"robot",
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"robotics",
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"kinematics",
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"urdf",
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"articulation"
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],
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"sideEffects": false,
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"files": ["dist", "README.md", "LICENSE"],
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"exports": {
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"types": "./dist/index.d.ts",
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"import": "./dist/index.js"
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},
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"./core": {
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"types": "./dist/core.d.ts",
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"import": "./dist/core.js"
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},
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"./helpers": {
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"types": "./dist/helpers.d.ts",
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"import": "./dist/helpers.js"
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"./extras": {
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"types": "./dist/extras.d.ts",
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"import": "./dist/extras.js"
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}
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},
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"main": "./dist/index.js",
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"module": "./dist/index.js",
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"types": "./dist/index.d.ts",
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"scripts": {
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"build": "tsup",
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"dev": "tsup --watch",
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"test": "vitest run",
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"test:watch": "vitest",
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"typecheck": "tsc --noEmit",
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"lint": "biome check .",
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"format": "biome format --write .",
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"check": "biome check --write ."
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},
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"peerDependencies": {
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|
+
"three": ">=0.160.0"
|
|
59
|
+
},
|
|
60
|
+
"dependencies": {
|
|
61
|
+
"fflate": "^0.8.2"
|
|
62
|
+
},
|
|
63
|
+
"devDependencies": {
|
|
64
|
+
"@biomejs/biome": "^1.9.4",
|
|
65
|
+
"@types/node": "^20.19.41",
|
|
66
|
+
"@types/three": "^0.171.0",
|
|
67
|
+
"three": "^0.171.0",
|
|
68
|
+
"tsup": "^8.3.5",
|
|
69
|
+
"typescript": "^5.7.2",
|
|
70
|
+
"vitest": "^2.1.8"
|
|
71
|
+
},
|
|
72
|
+
"engines": {
|
|
73
|
+
"node": ">=18"
|
|
74
|
+
}
|
|
75
|
+
}
|