three-usd-robot 0.6.0 → 0.7.0

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.
@@ -1 +0,0 @@
1
- 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Package identity. Kept in one place so every entry point can re-export it. */\nexport const PACKAGE_NAME = \"three-usd-robot\";\n\n/** Library version. Replaced by the release tooling at publish time. */\nexport const VERSION = \"0.0.0\";\n","/**\n * Robot IR → USDA layer (M13).\n *\n * Builds a self-contained UsdPhysics robot layer from a {@link RobotDescription}:\n * one `Xform` prim per link placed at its **zero-pose** world transform\n * (folding joint frames root-down, `T_child = T_parent · frame0 · frame1⁻¹` —\n * see docs/export-design.md §4), one `Physics*Joint` prim per joint, and the\n * link meshes supplied by a {@link RobotGeometryProvider}. Initial joint values\n * author as `PhysicsJointStateAPI` opinions rather than being baked into link\n * transforms, so a re-import applies them exactly once. Values convert back\n * from SI to authored units (angular radians → degrees).\n */\n\nimport {\n type Mat4,\n decomposeRigid,\n identity4,\n invert,\n multiply,\n toUsdMatrix,\n} from \"../kinematics/transforms.js\";\nimport type {\n AttributeSpec,\n MetadataMap,\n PrimSpec,\n PropertySpec,\n RelationshipSpec,\n UsdValue,\n UsdaFile,\n} from \"../parser/ast.js\";\nimport { AssetPath, Quat } from \"../parser/ast.js\";\nimport type {\n JointDescription,\n JointType,\n LinkInertialDescription,\n RobotDescription,\n} from \"../robot/RobotDescription.js\";\nimport { buildKinematicTree } from \"../robot/buildKinematicTree.js\";\nimport { jointValueFromSI } from \"../robot/normalize.js\";\nimport {\n ARTICULATION_ROOT_API,\n COLLISION_API,\n MASS_API,\n MESH_COLLISION_API,\n PHYSICS_MATERIAL_API,\n RIGID_BODY_API,\n driveKindFor,\n} from \"../schemas/usdPhysics.js\";\nimport type {\n ExportMaterial,\n ExportMesh,\n ExportPhysicsMaterial,\n RobotGeometryProvider,\n TextureChannel,\n} from \"./GeometryProvider.js\";\n\n/** PhysX articulation tuning API (Isaac / Omniverse). */\nconst PHYSX_ARTICULATION_API = \"PhysxArticulationAPI\";\n\nexport type ExportRobotOptions = {\n /** Supplies each link's meshes; omit for a kinematics-only layer. */\n geometry?: RobotGeometryProvider;\n /** Root prim name; defaults to the (sanitized) robot name. */\n robotName?: string;\n /**\n * Author `physxArticulation:enabledSelfCollisions` on the articulation root\n * (M16). `false` is the common Isaac stabilizer for adjacent-link contact.\n */\n enabledSelfCollisions?: boolean;\n /**\n * Apply the Isaac Sim Robot Schema (M16): `IsaacRobotAPI` on the root with\n * ordered `isaac:physics:robotLinks` / `robotJoints` relationships,\n * `IsaacLinkAPI` per link, and `IsaacJointAPI` (+ DOF order) per joint.\n */\n isaacRobotSchema?: boolean;\n /** Receives non-fatal export diagnostics. */\n onWarn?: (message: string) => void;\n};\n\nconst JOINT_SCHEMA_BY_TYPE: Record<JointType, string> = {\n fixed: \"PhysicsFixedJoint\",\n revolute: \"PhysicsRevoluteJoint\",\n continuous: \"PhysicsRevoluteJoint\",\n prismatic: \"PhysicsPrismaticJoint\",\n};\n\n/** Serialize a robot IR into a single-layer USDA AST (pass to `serializeUsda`). */\nexport function exportRobotUsda(\n desc: RobotDescription,\n options: ExportRobotOptions = {},\n): UsdaFile {\n const warn = (m: string) => options.onWarn?.(m);\n const tree = buildKinematicTree(desc, { onWarn: warn });\n\n const robotName = sanitizeName(options.robotName ?? desc.name ?? \"robot\");\n\n // One flat sibling namespace under the root prim for links and joints.\n const alloc = nameAllocator(warn);\n const linkNames = new Map<string, string>();\n for (const key of Object.keys(desc.links)) linkNames.set(key, alloc(key, `link \"${key}\"`));\n const jointNames = new Map<string, string>();\n for (const key of Object.keys(desc.joints)) jointNames.set(key, alloc(key, `joint \"${key}\"`));\n const linkPath = (key: string) => `/${robotName}/${linkNames.get(key)}`;\n\n // Zero-pose world placement per link, folded root-down along the tree.\n // Links no joint chain reaches (floating root / isolated) keep their\n // authored stage placement when the IR carries one.\n const authoredWorld = (key: string) => desc.links[key]?.worldTransform ?? identity4();\n const worldByLink = new Map<string, Mat4>();\n for (const key of tree.order) {\n const node = tree.nodes[key]!;\n if (node.parent === null || node.jointToParent === null) {\n const rootJoint = tree.rootJoint ? desc.joints[tree.rootJoint] : undefined;\n worldByLink.set(\n key,\n rootJoint\n ? multiply(rootJoint.jointFrame0, invert(rootJoint.jointFrame1))\n : authoredWorld(key),\n );\n continue;\n }\n const joint = desc.joints[node.jointToParent]!;\n const parentWorld = worldByLink.get(node.parent) ?? identity4();\n worldByLink.set(\n key,\n multiply(multiply(parentWorld, joint.jointFrame0), invert(joint.jointFrame1)),\n );\n }\n for (const key of tree.isolatedLinks) worldByLink.set(key, authoredWorld(key));\n\n // Articulation root: preserve link-level APIs from the IR; otherwise apply it\n // on the container prim (never both — nested articulation roots are invalid).\n const articulationLinks = new Set(desc.articulationRoots ?? []);\n\n // Gather meshes once, then dedupe their (physics) materials by name.\n const meshesByLink = new Map<string, ExportMesh[]>();\n const materials = new Map<string, ExportMaterial>();\n const physicsMaterials = new Map<string, ExportPhysicsMaterial>();\n for (const [key, link] of Object.entries(desc.links)) {\n const meshes = options.geometry?.(key, link) ?? [];\n meshesByLink.set(key, meshes);\n for (const mesh of meshes) {\n if (mesh.material && !materials.has(mesh.material.name)) {\n materials.set(mesh.material.name, mesh.material);\n }\n if (mesh.physicsMaterial && !physicsMaterials.has(mesh.physicsMaterial.name)) {\n physicsMaterials.set(mesh.physicsMaterial.name, mesh.physicsMaterial);\n }\n }\n }\n const looksName = materials.size > 0 ? alloc(\"Looks\") : undefined;\n const materialAlloc = nameAllocator();\n const materialNames = new Map<string, string>();\n for (const name of materials.keys()) materialNames.set(name, materialAlloc(name));\n const materialPath = (name: string) =>\n looksName ? `/${robotName}/${looksName}/${materialNames.get(name)}` : undefined;\n\n const physicsScopeName = physicsMaterials.size > 0 ? alloc(\"PhysicsMaterials\") : undefined;\n const physicsMaterialAlloc = nameAllocator();\n const physicsMaterialNames = new Map<string, string>();\n for (const name of physicsMaterials.keys()) {\n physicsMaterialNames.set(name, physicsMaterialAlloc(name));\n }\n const physicsMaterialPath = (name: string) =>\n physicsScopeName\n ? `/${robotName}/${physicsScopeName}/${physicsMaterialNames.get(name)}`\n : undefined;\n\n const isaac = options.isaacRobotSchema === true;\n const children: PrimSpec[] = [];\n for (const [key, link] of Object.entries(desc.links)) {\n const apiSchemas = [RIGID_BODY_API];\n if (articulationLinks.has(key)) apiSchemas.push(ARTICULATION_ROOT_API);\n if (link.inertial) apiSchemas.push(MASS_API);\n if (isaac) apiSchemas.push(\"IsaacLinkAPI\");\n const selfCollision = articulationLinks.has(key) ? options.enabledSelfCollisions : undefined;\n if (selfCollision !== undefined) apiSchemas.push(PHYSX_ARTICULATION_API);\n children.push(\n buildLinkPrim({\n name: linkNames.get(key)!,\n world: worldByLink.get(key) ?? identity4(),\n apiSchemas,\n meshes: meshesByLink.get(key) ?? [],\n materialPath,\n physicsMaterialPath,\n warn,\n ...(link.inertial ? { inertial: link.inertial } : {}),\n ...(selfCollision !== undefined ? { selfCollision } : {}),\n }),\n );\n }\n const emittedJoints = new Set<string>();\n for (const [key, joint] of Object.entries(desc.joints)) {\n if (!desc.links[joint.child] || (joint.parent !== \"\" && !desc.links[joint.parent])) {\n warn(`joint \"${key}\" references an unknown link; skipped`);\n continue;\n }\n emittedJoints.add(key);\n children.push(buildJointPrim(jointNames.get(key)!, key, joint, linkPath, isaac, warn));\n }\n if (looksName) {\n children.push(buildLooksPrim(looksName, materials, materialNames, materialPath));\n }\n if (physicsScopeName) {\n children.push(\n buildPhysicsMaterialsPrim(physicsScopeName, physicsMaterials, physicsMaterialNames),\n );\n }\n\n const rootApiSchemas: string[] = [];\n const rootProperties: PropertySpec[] = [];\n if (articulationLinks.size === 0) {\n rootApiSchemas.push(ARTICULATION_ROOT_API);\n if (options.enabledSelfCollisions !== undefined) {\n rootApiSchemas.push(PHYSX_ARTICULATION_API);\n rootProperties.push(\n attr(\"physxArticulation:enabledSelfCollisions\", \"bool\", options.enabledSelfCollisions),\n );\n }\n }\n if (isaac) {\n rootApiSchemas.push(\"IsaacRobotAPI\");\n const orderedLinks = [...tree.order, ...tree.isolatedLinks];\n const orderedJoints: string[] = [];\n const pushJoint = (key: string | null | undefined) => {\n if (key && emittedJoints.has(key) && !orderedJoints.includes(key)) orderedJoints.push(key);\n };\n pushJoint(tree.rootJoint);\n for (const linkKey of tree.order) pushJoint(tree.nodes[linkKey]?.jointToParent);\n for (const jointKey of tree.loopJoints) pushJoint(jointKey);\n for (const jointKey of Object.keys(desc.joints)) pushJoint(jointKey);\n\n rootProperties.push(rel(\"isaac:physics:robotLinks\", orderedLinks.map(linkPath)));\n rootProperties.push(\n rel(\n \"isaac:physics:robotJoints\",\n orderedJoints.map((key) => `/${robotName}/${jointNames.get(key)}`),\n ),\n );\n }\n\n const root: PrimSpec = {\n specifier: \"def\",\n typeName: \"Xform\",\n name: robotName,\n metadata: rootApiSchemas.length > 0 ? { apiSchemas: rootApiSchemas } : {},\n properties: rootProperties,\n children,\n line: 0,\n };\n\n const metadata: MetadataMap = {\n defaultPrim: robotName,\n metersPerUnit: desc.metersPerUnit,\n upAxis: desc.upAxis,\n ...(desc.timeCodesPerSecond !== undefined\n ? { timeCodesPerSecond: desc.timeCodesPerSecond }\n : {}),\n ...(desc.startTimeCode !== undefined ? { startTimeCode: desc.startTimeCode } : {}),\n ...(desc.endTimeCode !== undefined ? { endTimeCode: desc.endTimeCode } : {}),\n };\n\n return { version: \"1.0\", metadata, prims: [root] };\n}\n\n// ---------------------------------------------------------------------------\n// Links & meshes\n// ---------------------------------------------------------------------------\n\ntype LinkPrimArgs = {\n name: string;\n world: Mat4;\n apiSchemas: string[];\n meshes: ExportMesh[];\n inertial?: LinkInertialDescription;\n /** `physxArticulation:enabledSelfCollisions` for link-level articulation roots. */\n selfCollision?: boolean;\n materialPath: (name: string) => string | undefined;\n physicsMaterialPath: (name: string) => string | undefined;\n warn: (message: string) => void;\n};\n\nfunction buildLinkPrim(args: LinkPrimArgs): PrimSpec {\n const meshAlloc = nameAllocator();\n const properties: PropertySpec[] = transformProps(args.world);\n if (args.inertial) properties.push(...massProps(args.inertial, args.name, args.warn));\n if (args.selfCollision !== undefined) {\n properties.push(attr(\"physxArticulation:enabledSelfCollisions\", \"bool\", args.selfCollision));\n }\n return {\n specifier: \"def\",\n typeName: \"Xform\",\n name: args.name,\n metadata: { apiSchemas: args.apiSchemas },\n properties,\n children: args.meshes.map((mesh) =>\n buildMeshPrim(mesh, meshAlloc(mesh.name), args.materialPath, args.physicsMaterialPath),\n ),\n line: 0,\n };\n}\n\n/**\n * `UsdPhysicsMassAPI` attributes for a link's mass properties. UsdPhysics\n * requires `diagonalInertia` and `principalAxes` to be authored together, so a\n * missing principal-axes frame is completed with the identity quaternion\n * (equivalent — the diagonal is then in the body frame) and axes without a\n * diagonal are dropped (meaningless alone).\n */\nfunction massProps(\n inertial: LinkInertialDescription,\n linkName: string,\n warn: (message: string) => void,\n): PropertySpec[] {\n const out: PropertySpec[] = [];\n if (inertial.mass !== undefined) out.push(attr(\"physics:mass\", \"float\", inertial.mass));\n if (inertial.density !== undefined) out.push(attr(\"physics:density\", \"float\", inertial.density));\n if (inertial.centerOfMass) {\n out.push(attr(\"physics:centerOfMass\", \"point3f\", inertial.centerOfMass));\n }\n if (inertial.diagonalInertia) {\n out.push(attr(\"physics:diagonalInertia\", \"float3\", inertial.diagonalInertia));\n out.push(attr(\"physics:principalAxes\", \"quatf\", inertial.principalAxes ?? Quat.identity()));\n } else if (inertial.principalAxes) {\n warn(`link \"${linkName}\": principalAxes without diagonalInertia is meaningless; dropped`);\n }\n return out;\n}\n\nfunction buildMeshPrim(\n mesh: ExportMesh,\n name: string,\n materialPath: (name: string) => string | undefined,\n physicsMaterialPath: (name: string) => string | undefined,\n): PrimSpec {\n const properties: PropertySpec[] = [];\n if (mesh.transform) properties.push(...transformProps(mesh.transform));\n properties.push(\n arrayAttr(\"faceVertexCounts\", \"int\", mesh.faceVertexCounts),\n arrayAttr(\"faceVertexIndices\", \"int\", mesh.faceVertexIndices),\n arrayAttr(\"points\", \"point3f\", mesh.points),\n );\n if (mesh.normals) properties.push(arrayAttr(\"normals\", \"normal3f\", mesh.normals));\n if (mesh.st) {\n properties.push(arrayAttr(\"primvars:st\", \"texCoord2f\", mesh.st, { interpolation: \"vertex\" }));\n }\n if (mesh.displayColor) {\n properties.push(arrayAttr(\"primvars:displayColor\", \"color3f\", [mesh.displayColor]));\n }\n if (mesh.doubleSided) properties.push(attr(\"doubleSided\", \"bool\", true));\n properties.push(uniformToken(\"subdivisionScheme\", \"none\"));\n\n const apiSchemas: string[] = [];\n if (mesh.kind === \"collision\") {\n apiSchemas.push(COLLISION_API);\n // `guide` keeps collision shapes out of the render pass (usdview, Isaac Sim,\n // and this package's own loader) while PhysX still collides with them.\n properties.push(uniformToken(\"purpose\", \"guide\"));\n if (mesh.collisionApproximation) {\n apiSchemas.push(MESH_COLLISION_API);\n properties.push(uniformToken(\"physics:approximation\", mesh.collisionApproximation));\n }\n }\n const binding = mesh.material ? materialPath(mesh.material.name) : undefined;\n if (binding) properties.push(rel(\"material:binding\", [binding]));\n const physicsBinding =\n mesh.kind === \"collision\" && mesh.physicsMaterial\n ? physicsMaterialPath(mesh.physicsMaterial.name)\n : undefined;\n if (physicsBinding) properties.push(rel(\"material:binding:physics\", [physicsBinding]));\n if (binding || physicsBinding) apiSchemas.push(\"MaterialBindingAPI\");\n\n return {\n specifier: \"def\",\n typeName: \"Mesh\",\n name,\n metadata: apiSchemas.length > 0 ? { apiSchemas } : {},\n properties,\n children: [],\n line: 0,\n };\n}\n\n// ---------------------------------------------------------------------------\n// Physics materials\n// ---------------------------------------------------------------------------\n\n/** `Scope` holding one `PhysicsMaterialAPI` material per unique name. */\nfunction buildPhysicsMaterialsPrim(\n scopeName: string,\n materials: Map<string, ExportPhysicsMaterial>,\n names: Map<string, string>,\n): PrimSpec {\n const children: PrimSpec[] = [];\n for (const [key, material] of materials) {\n children.push(buildPhysicsMaterialPrim(names.get(key)!, material));\n }\n return {\n specifier: \"def\",\n typeName: \"Scope\",\n name: scopeName,\n metadata: {},\n properties: [],\n children,\n line: 0,\n };\n}\n\nfunction buildPhysicsMaterialPrim(name: string, material: ExportPhysicsMaterial): PrimSpec {\n const properties: PropertySpec[] = [];\n if (material.staticFriction !== undefined) {\n properties.push(attr(\"physics:staticFriction\", \"float\", material.staticFriction));\n }\n if (material.dynamicFriction !== undefined) {\n properties.push(attr(\"physics:dynamicFriction\", \"float\", material.dynamicFriction));\n }\n if (material.restitution !== undefined) {\n properties.push(attr(\"physics:restitution\", \"float\", material.restitution));\n }\n if (material.density !== undefined) {\n properties.push(attr(\"physics:density\", \"float\", material.density));\n }\n return {\n specifier: \"def\",\n typeName: \"Material\",\n name,\n metadata: { apiSchemas: [PHYSICS_MATERIAL_API] },\n properties,\n children: [],\n line: 0,\n };\n}\n\n// ---------------------------------------------------------------------------\n// Materials\n// ---------------------------------------------------------------------------\n\n/** `Scope` holding one `Material` + `UsdPreviewSurface` shader per material. */\nfunction buildLooksPrim(\n looksName: string,\n materials: Map<string, ExportMaterial>,\n materialNames: Map<string, string>,\n materialPath: (name: string) => string | undefined,\n): PrimSpec {\n const children: PrimSpec[] = [];\n for (const [key, material] of materials) {\n children.push(buildMaterialPrim(materialNames.get(key)!, material, materialPath(key)!));\n }\n return {\n specifier: \"def\",\n typeName: \"Scope\",\n name: looksName,\n metadata: {},\n properties: [],\n children,\n line: 0,\n };\n}\n\n/** How each texture channel wires into `UsdPreviewSurface`. */\nconst TEXTURE_WIRING: Record<\n TextureChannel,\n { input: string; inputType: string; output: string; outputType: string; colorSpace: string }\n> = {\n color: {\n input: \"inputs:diffuseColor\",\n inputType: \"color3f\",\n output: \"outputs:rgb\",\n outputType: \"float3\",\n colorSpace: \"sRGB\",\n },\n emissive: {\n input: \"inputs:emissiveColor\",\n inputType: \"color3f\",\n output: \"outputs:rgb\",\n outputType: \"float3\",\n colorSpace: \"sRGB\",\n },\n normal: {\n input: \"inputs:normal\",\n inputType: \"normal3f\",\n output: \"outputs:rgb\",\n outputType: \"float3\",\n colorSpace: \"raw\",\n },\n opacity: {\n input: \"inputs:opacity\",\n inputType: \"float\",\n output: \"outputs:a\",\n outputType: \"float\",\n colorSpace: \"raw\",\n },\n roughness: {\n input: \"inputs:roughness\",\n inputType: \"float\",\n output: \"outputs:r\",\n outputType: \"float\",\n colorSpace: \"raw\",\n },\n metalness: {\n input: \"inputs:metallic\",\n inputType: \"float\",\n output: \"outputs:r\",\n outputType: \"float\",\n colorSpace: \"raw\",\n },\n occlusion: {\n input: \"inputs:occlusion\",\n inputType: \"float\",\n output: \"outputs:r\",\n outputType: \"float\",\n colorSpace: \"raw\",\n },\n};\n\nfunction buildMaterialPrim(name: string, material: ExportMaterial, selfPath: string): PrimSpec {\n const textures = material.textures ?? {};\n const shaderProps: PropertySpec[] = [uniformToken(\"info:id\", \"UsdPreviewSurface\")];\n\n // A surface input: constant value, texture connection, or both (the\n // connection wins per UsdShade; the constant stays for flat consumers).\n const input = (channel: TextureChannel, value?: UsdValue) => {\n const wiring = TEXTURE_WIRING[channel];\n const texturePath = textures[channel];\n if (value === undefined && texturePath === undefined) return;\n const spec = attr(wiring.input, wiring.inputType, value);\n if (texturePath !== undefined) {\n spec.connections = [`${selfPath}/${channel}Texture.${wiring.output}`];\n }\n shaderProps.push(spec);\n };\n input(\"color\", material.diffuseColor);\n input(\"metalness\", material.metallic);\n input(\"roughness\", material.roughness);\n input(\"opacity\", material.opacity);\n input(\"emissive\", material.emissiveColor);\n input(\"normal\");\n input(\"occlusion\");\n shaderProps.push(attr(\"outputs:surface\", \"token\", undefined));\n\n const children: PrimSpec[] = [shaderPrim(\"PreviewSurface\", shaderProps)];\n const textureEntries = Object.entries(textures) as [TextureChannel, string][];\n if (textureEntries.length > 0) {\n children.push(\n shaderPrim(\"stReader\", [\n uniformToken(\"info:id\", \"UsdPrimvarReader_float2\"),\n attr(\"inputs:varname\", \"string\", \"st\"),\n attr(\"outputs:result\", \"float2\", undefined),\n ]),\n );\n for (const [channel, path] of textureEntries) {\n children.push(buildUvTexturePrim(channel, path, selfPath));\n }\n }\n\n const surfaceConnect = attr(\"outputs:surface\", \"token\", undefined);\n surfaceConnect.connections = [`${selfPath}/PreviewSurface.outputs:surface`];\n\n return {\n specifier: \"def\",\n typeName: \"Material\",\n name,\n metadata: {},\n properties: [surfaceConnect],\n children,\n line: 0,\n };\n}\n\n/** `UsdUVTexture` node for one channel, fed by the material's `stReader`. */\nfunction buildUvTexturePrim(channel: TextureChannel, path: string, selfPath: string): PrimSpec {\n const wiring = TEXTURE_WIRING[channel];\n const st = attr(\"inputs:st\", \"float2\", undefined);\n st.connections = [`${selfPath}/stReader.outputs:result`];\n return shaderPrim(`${channel}Texture`, [\n uniformToken(\"info:id\", \"UsdUVTexture\"),\n attr(\"inputs:file\", \"asset\", new AssetPath(path)),\n uniformToken(\"inputs:sourceColorSpace\", wiring.colorSpace),\n st,\n attr(wiring.output, wiring.outputType, undefined),\n ]);\n}\n\nfunction shaderPrim(name: string, properties: PropertySpec[]): PrimSpec {\n return {\n specifier: \"def\",\n typeName: \"Shader\",\n name,\n metadata: {},\n properties,\n children: [],\n line: 0,\n };\n}\n\n/** `xformOp:transform` + `xformOpOrder` for an explicit matrix placement. */\nfunction transformProps(m: Mat4): PropertySpec[] {\n return [\n attr(\"xformOp:transform\", \"matrix4d\", toUsdMatrix(m)),\n arrayAttr(\"xformOpOrder\", \"token\", [\"xformOp:transform\"], undefined, \"uniform\"),\n ];\n}\n\n// ---------------------------------------------------------------------------\n// Joints\n// ---------------------------------------------------------------------------\n\nfunction buildJointPrim(\n name: string,\n key: string,\n joint: JointDescription,\n linkPath: (key: string) => string,\n isaac: boolean,\n warn: (m: string) => void,\n): PrimSpec {\n const kind = driveKindFor(joint.type);\n const angular = kind === \"angular\";\n const properties: PropertySpec[] = [];\n const apiSchemas: string[] = [];\n\n if (joint.parent !== \"\") properties.push(rel(\"physics:body0\", [linkPath(joint.parent)]));\n properties.push(rel(\"physics:body1\", [linkPath(joint.child)]));\n if (joint.type !== \"fixed\") properties.push(uniformToken(\"physics:axis\", joint.axis));\n if (joint.lower !== undefined) {\n properties.push(attr(\"physics:lowerLimit\", \"float\", jointValueFromSI(angular, joint.lower)));\n }\n if (joint.upper !== undefined) {\n properties.push(attr(\"physics:upperLimit\", \"float\", jointValueFromSI(angular, joint.upper)));\n }\n\n for (const index of [0, 1] as const) {\n const frame = index === 0 ? joint.jointFrame0 : joint.jointFrame1;\n const { position, orientation, rigid } = decomposeRigid(frame);\n if (!rigid) {\n warn(`joint \"${key}\": jointFrame${index} is not rigid; scale/shear was discarded`);\n }\n properties.push(attr(`physics:localPos${index}`, \"point3f\", position));\n properties.push(attr(`physics:localRot${index}`, \"quatf\", orientation));\n }\n\n // Joint state: the initial value and/or the sampled trajectory (SI → authored).\n if (joint.initialValue !== undefined || joint.valueSamples) {\n const state = attr(\n `state:${kind}:physics:position`,\n \"float\",\n joint.initialValue !== undefined ? jointValueFromSI(angular, joint.initialValue) : undefined,\n );\n if (joint.valueSamples) {\n state.timeSamples = new Map(\n joint.valueSamples.times.map((t, i) => [\n t,\n jointValueFromSI(angular, joint.valueSamples!.values[i] ?? 0),\n ]),\n );\n }\n properties.push(state);\n apiSchemas.push(`PhysicsJointStateAPI:${kind}`);\n }\n\n if (joint.drive) {\n const d = joint.drive;\n if (d.targetPosition !== undefined) {\n properties.push(\n attr(\n `drive:${kind}:physics:targetPosition`,\n \"float\",\n jointValueFromSI(angular, d.targetPosition),\n ),\n );\n }\n if (d.stiffness !== undefined) {\n properties.push(attr(`drive:${kind}:physics:stiffness`, \"float\", d.stiffness));\n }\n if (d.damping !== undefined) {\n properties.push(attr(`drive:${kind}:physics:damping`, \"float\", d.damping));\n }\n if (d.maxForce !== undefined) {\n properties.push(attr(`drive:${kind}:physics:maxForce`, \"float\", d.maxForce));\n }\n apiSchemas.push(`PhysicsDriveAPI:${kind}`);\n }\n\n if (isaac) {\n apiSchemas.push(\"IsaacJointAPI\");\n if (joint.type !== \"fixed\") {\n const prefix = joint.type === \"prismatic\" ? \"Trans\" : \"Rot\";\n properties.push(\n arrayAttr(\"isaac:physics:DofOffsetOpOrder\", \"token\", [`${prefix}${joint.axis}`]),\n );\n }\n }\n\n return {\n specifier: \"def\",\n typeName: JOINT_SCHEMA_BY_TYPE[joint.type],\n name,\n metadata: apiSchemas.length > 0 ? { apiSchemas } : {},\n properties,\n children: [],\n line: 0,\n };\n}\n\n// ---------------------------------------------------------------------------\n// Naming & spec helpers\n// ---------------------------------------------------------------------------\n\n/** Make a valid USD identifier out of an arbitrary key (`/a/b c` → `_a_b_c`). */\nfunction sanitizeName(raw: string): string {\n const cleaned = raw.replace(/[^A-Za-z0-9_]/g, \"_\");\n const named = cleaned.length > 0 ? cleaned : \"_\";\n return /^[0-9]/.test(named) ? `_${named}` : named;\n}\n\n/** Allocates unique sanitized sibling names, warning when a name changes. */\nfunction nameAllocator(warn?: (m: string) => void): (raw: string, label?: string) => string {\n const used = new Set<string>();\n return (raw, label) => {\n let name = sanitizeName(raw);\n for (let i = 2; used.has(name); i++) name = `${sanitizeName(raw)}_${i}`;\n used.add(name);\n if (name !== raw && label && warn) warn(`${label} exported as prim \"${name}\"`);\n return name;\n };\n}\n\nfunction attr(\n name: string,\n typeName: string,\n value: UsdValue | undefined,\n metadata: MetadataMap = {},\n): AttributeSpec {\n return {\n kind: \"attribute\",\n name,\n typeName,\n isArray: false,\n variability: \"varying\",\n custom: false,\n ...(value !== undefined ? { value } : {}),\n metadata,\n line: 0,\n };\n}\n\nfunction arrayAttr(\n name: string,\n typeName: string,\n value: UsdValue[],\n metadata: MetadataMap = {},\n variability: \"varying\" | \"uniform\" = \"varying\",\n): AttributeSpec {\n return {\n kind: \"attribute\",\n name,\n typeName,\n isArray: true,\n variability,\n custom: false,\n value,\n metadata,\n line: 0,\n };\n}\n\nfunction uniformToken(name: string, value: string): AttributeSpec {\n return {\n kind: \"attribute\",\n name,\n typeName: \"token\",\n isArray: false,\n variability: \"uniform\",\n custom: false,\n value,\n metadata: {},\n line: 0,\n };\n}\n\nfunction rel(name: string, targets: string[]): RelationshipSpec {\n return {\n kind: \"relationship\",\n name,\n custom: false,\n listOp: \"explicit\",\n targets,\n metadata: {},\n line: 0,\n };\n}\n","/**\n * Geometry access for the robot exporter (M13).\n *\n * `exportRobotUsda` is geometry-agnostic: a {@link RobotGeometryProvider}\n * supplies each link's meshes as plain data. {@link stageGeometryProvider}\n * reads them back off a loaded {@link Stage} for round-trip export; the\n * Three.js authoring side (M14) supplies one backed by `BufferGeometry`.\n */\n\nimport { type Mat4, identity4, multiply } from \"../kinematics/transforms.js\";\nimport type { Vec2, Vec3 } from \"../parser/ast.js\";\nimport type { LinkDescription } from \"../robot/RobotDescription.js\";\nimport { resolveBoundMaterial } from \"../three/MaterialBinding.js\";\nimport type { Prim } from \"../usd/Prim.js\";\nimport type { Stage } from \"../usd/Stage.js\";\nimport { computeLocalTransform } from \"../usd/xformOps.js\";\n\n/** Texture channels a `UsdPreviewSurface` network can reference (M15). */\nexport type TextureChannel =\n | \"color\"\n | \"opacity\"\n | \"normal\"\n | \"roughness\"\n | \"metalness\"\n | \"occlusion\"\n | \"emissive\";\n\n/**\n * PBR parameters for a mesh, written as a `UsdPreviewSurface` material (M14).\n * `textures` holds per-channel image **asset paths** (M15) — emitted as a\n * `UsdUVTexture` + `UsdPrimvarReader_float2` network; sampler details\n * (wrap/scale/bias/transform) are not carried. Bundle the image bytes\n * themselves with `writeUsdz` under the same paths.\n */\nexport type ExportMaterial = {\n /** Material identity: meshes sharing a name share one Material prim. */\n name: string;\n diffuseColor?: Vec3;\n metallic?: number;\n roughness?: number;\n /** Sub-unit opacity renders as a translucent blend. */\n opacity?: number;\n emissiveColor?: Vec3;\n /** Per-channel texture asset paths. */\n textures?: Partial<Record<TextureChannel, string>>;\n};\n\n/** `UsdPhysicsMaterialAPI` parameters, bound via `material:binding:physics` (M16). */\nexport type ExportPhysicsMaterial = {\n /** Identity: meshes sharing a name share one physics-material prim. */\n name: string;\n staticFriction?: number;\n dynamicFriction?: number;\n restitution?: number;\n density?: number;\n};\n\n/** `physics:approximation` tokens of `UsdPhysicsMeshCollisionAPI`. */\nexport type CollisionApproximation =\n | \"none\"\n | \"convexHull\"\n | \"convexDecomposition\"\n | \"boundingSphere\"\n | \"boundingCube\"\n | \"meshSimplification\";\n\n/** One mesh of a link, as plain exportable data (stage units, link-relative). */\nexport type ExportMesh = {\n /** Prim-name hint; the exporter sanitizes and uniquifies it. */\n name: string;\n kind: \"visual\" | \"collision\";\n points: Vec3[];\n /** Authored polygon topology (not re-triangulated). */\n faceVertexCounts: number[];\n faceVertexIndices: number[];\n /** Per-vertex normals (only written when one per point). */\n normals?: Vec3[];\n /** `primvars:st` UVs, vertex interpolation (one per point). */\n st?: Vec2[];\n displayColor?: Vec3;\n doubleSided?: boolean;\n /** Transform relative to the link frame (column-major); identity when omitted. */\n transform?: Mat4;\n /** Bound material constants, if any. */\n material?: ExportMaterial;\n /** Collision approximation token (collision meshes only, M16). */\n collisionApproximation?: CollisionApproximation;\n /** Bound physics material (collision meshes only, M16). */\n physicsMaterial?: ExportPhysicsMaterial;\n};\n\n/** Supplies the meshes of a link for export. */\nexport type RobotGeometryProvider = (linkKey: string, link: LinkDescription) => ExportMesh[];\n\n/** Provider that reads each link's visual/collision Mesh prims from a stage. */\nexport function stageGeometryProvider(stage: Stage): RobotGeometryProvider {\n return (_linkKey, link) => {\n const linkPrim = stage.GetPrimAtPath(link.primPath);\n if (!linkPrim) return [];\n\n const collisionSet = new Set(link.collisionPrims ?? []);\n const out: ExportMesh[] = [];\n for (const path of link.visualPrims) {\n if (collisionSet.has(path)) continue;\n const mesh = readMesh(stage, linkPrim, path, \"visual\");\n if (mesh) out.push(mesh);\n }\n for (const path of link.collisionPrims ?? []) {\n const mesh = readMesh(stage, linkPrim, path, \"collision\");\n if (mesh) out.push(mesh);\n }\n return out;\n };\n}\n\nfunction readMesh(\n stage: Stage,\n linkPrim: Prim,\n meshPath: string,\n kind: \"visual\" | \"collision\",\n): ExportMesh | null {\n const prim = stage.GetPrimAtPath(meshPath);\n if (!prim) return null;\n\n const points = prim.GetAttribute(\"points\").Get();\n if (!isVec3Array(points) || points.length === 0) return null;\n\n const counts = prim.GetAttribute(\"faceVertexCounts\").Get();\n const indices = prim.GetAttribute(\"faceVertexIndices\").Get();\n const normals = prim.GetAttribute(\"normals\").Get();\n const st = prim.GetAttribute(\"primvars:st\").Get();\n const displayColor = prim.GetAttribute(\"primvars:displayColor\").Get();\n\n const mesh: ExportMesh = {\n name: prim.GetName(),\n kind,\n points: points.slice(),\n faceVertexCounts: isNumberArray(counts) ? counts.slice() : [],\n faceVertexIndices: isNumberArray(indices) ? indices.slice() : [],\n };\n if (isVec3Array(normals) && normals.length === points.length) mesh.normals = normals.slice();\n if (isVec2Array(st) && st.length === points.length) mesh.st = st.slice();\n if (isVec3Array(displayColor) && displayColor[0]) mesh.displayColor = displayColor[0];\n if (prim.GetAttribute(\"doubleSided\").Get() === true) mesh.doubleSided = true;\n\n const transform = relativeTransform(linkPrim, prim);\n if (!isIdentity(transform)) mesh.transform = transform;\n\n const material = readBoundMaterial(stage, prim);\n if (material) mesh.material = material;\n\n if (kind === \"collision\") {\n const approximation = prim.GetAttribute(\"physics:approximation\").Get();\n if (typeof approximation === \"string\" && APPROXIMATIONS.has(approximation)) {\n mesh.collisionApproximation = approximation as CollisionApproximation;\n }\n const physicsMaterial = readBoundPhysicsMaterial(stage, prim);\n if (physicsMaterial) mesh.physicsMaterial = physicsMaterial;\n }\n return mesh;\n}\n\nconst APPROXIMATIONS: ReadonlySet<string> = new Set([\n \"none\",\n \"convexHull\",\n \"convexDecomposition\",\n \"boundingSphere\",\n \"boundingCube\",\n \"meshSimplification\",\n]);\n\n/** `UsdPhysicsMaterialAPI` parameters bound via `material:binding:physics`. */\nfunction readBoundPhysicsMaterial(stage: Stage, prim: Prim): ExportPhysicsMaterial | undefined {\n const target = firstBindingTarget(prim, \"material:binding:physics\");\n if (!target) return undefined;\n const materialPrim = stage.GetPrimAtPath(target);\n if (!materialPrim) return undefined;\n\n const out: ExportPhysicsMaterial = {\n name: target.split(\"/\").filter(Boolean).pop() ?? \"PhysicsMaterial\",\n };\n const read = (attr: string): number | undefined => {\n const v = materialPrim.GetAttribute(attr).Get();\n return typeof v === \"number\" ? v : undefined;\n };\n const staticFriction = read(\"physics:staticFriction\");\n if (staticFriction !== undefined) out.staticFriction = staticFriction;\n const dynamicFriction = read(\"physics:dynamicFriction\");\n if (dynamicFriction !== undefined) out.dynamicFriction = dynamicFriction;\n const restitution = read(\"physics:restitution\");\n if (restitution !== undefined) out.restitution = restitution;\n const density = read(\"physics:density\");\n if (density !== undefined) out.density = density;\n return Object.keys(out).length > 1 ? out : undefined;\n}\n\n/** First target of `relName` on the prim or an ancestor. */\nfunction firstBindingTarget(prim: Prim, relName: string): string | undefined {\n let p: Prim | null = prim;\n while (p) {\n const targets = p.GetRelationship(relName).GetTargets();\n if (targets.length > 0) return targets[0];\n p = p.GetParent();\n }\n return undefined;\n}\n\n/** PBR constants + texture asset paths of the bound material. */\nfunction readBoundMaterial(stage: Stage, prim: Prim): ExportMaterial | undefined {\n const bound = resolveBoundMaterial(stage, prim);\n if (!bound) return undefined;\n const material: ExportMaterial = { name: boundMaterialName(prim) ?? \"Material\" };\n if (bound.color) material.diffuseColor = bound.color;\n if (bound.metalness !== undefined) material.metallic = bound.metalness;\n if (bound.roughness !== undefined) material.roughness = bound.roughness;\n if (bound.opacity !== undefined) material.opacity = bound.opacity;\n if (bound.emissiveColor) material.emissiveColor = bound.emissiveColor;\n\n const textures: Partial<Record<TextureChannel, string>> = {};\n if (bound.colorTexture) textures.color = bound.colorTexture.path;\n if (bound.opacityTexture) textures.opacity = bound.opacityTexture.path;\n if (bound.normalTexture) textures.normal = bound.normalTexture.path;\n if (bound.roughnessTexture) textures.roughness = bound.roughnessTexture.path;\n if (bound.metalnessTexture) textures.metalness = bound.metalnessTexture.path;\n if (bound.occlusionTexture) textures.occlusion = bound.occlusionTexture.path;\n if (bound.emissiveTexture) textures.emissive = bound.emissiveTexture.path;\n if (Object.keys(textures).length > 0) material.textures = textures;\n\n return Object.keys(material).length > 1 ? material : undefined;\n}\n\n/** Leaf name of the first `material:binding` target on the prim or an ancestor. */\nfunction boundMaterialName(prim: Prim): string | undefined {\n let p: Prim | null = prim;\n while (p) {\n const targets = p.GetRelationship(\"material:binding\").GetTargets();\n if (targets.length > 0) return targets[0]!.split(\"/\").filter(Boolean).pop();\n p = p.GetParent();\n }\n return undefined;\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();\n\n let m = identity4();\n for (const prim of chain) {\n m = multiply(m, computeLocalTransform(prim).matrix);\n }\n return m;\n}\n\nfunction isIdentity(m: Mat4): boolean {\n for (let i = 0; i < 16; i++) {\n if (m[i] !== (i % 5 === 0 ? 1 : 0)) return false;\n }\n return true;\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","/**\n * USDZ package writer (M15) — the write-direction counterpart of `openUsdz`.\n *\n * A `.usdz` is a **stored** (uncompressed) zip whose entries' file data must\n * start on 64-byte boundaries; alignment is achieved with padding placed in a\n * local-header extra field (the fflate-sanctioned trick, as used by Three.js's\n * USDZExporter). The first entry is the package's root USD layer — `openUsdz`\n * and other USDZ readers open that one.\n */\n\nimport { type Zippable, strToU8, zipSync } from \"fflate\";\n\nconst USD_ENTRY = /\\.(usda|usdc|usd)$/i;\n/** Private extra-field id used purely as alignment padding. */\nconst PAD_EXTRA_ID = 12345;\n/** Bytes of a zip local file header before the name/extra fields. */\nconst LOCAL_HEADER_SIZE = 30;\n/** An extra field costs 4 header bytes (id + size) plus its data. */\nconst EXTRA_HEADER_SIZE = 4;\n\n/**\n * Pack entries into USDZ bytes. `entries` maps archive paths to file contents\n * (strings are UTF-8 encoded — pass the `serializeUsda` output directly). One\n * entry must be a USD layer (`.usda`/`.usdc`/`.usd`); the first such entry\n * becomes the package root and is moved to the front of the archive.\n */\nexport function writeUsdz(entries: Record<string, Uint8Array | string>): Uint8Array {\n const names = Object.keys(entries);\n const root = names.find((n) => USD_ENTRY.test(n));\n if (!root) {\n throw new Error(\"writeUsdz: entries must include a root USD layer (.usda/.usdc/.usd)\");\n }\n const ordered = [root, ...names.filter((n) => n !== root)];\n\n const files: Zippable = {};\n let offset = 0;\n for (const name of ordered) {\n const raw = entries[name]!;\n const data = typeof raw === \"string\" ? strToU8(raw) : raw;\n const nameLength = strToU8(name).length;\n\n // Where this entry's data would start without an extra field.\n const dataStart = offset + LOCAL_HEADER_SIZE + nameLength;\n if ((dataStart & 63) === 0) {\n files[name] = data;\n offset = dataStart + data.length;\n } else {\n // Pad so the data starts on the next 64-byte boundary past the 4-byte\n // extra-field header.\n const padLength = (64 - ((dataStart + EXTRA_HEADER_SIZE) & 63)) & 63;\n files[name] = [data, { extra: { [PAD_EXTRA_ID]: new Uint8Array(padLength) } }];\n offset = dataStart + EXTRA_HEADER_SIZE + padLength + data.length;\n }\n }\n\n return zipSync(files, { level: 0 });\n}\n","/**\n * Simulation-readiness checks for a {@link RobotDescription} (M16).\n *\n * Validates what Isaac Sim's Asset Validator cares about that is visible from\n * the IR (plus, optionally, the export geometry): graph connectivity, limit\n * sanity, mass properties, and collision setup. `error` issues break\n * simulation; `warning` issues are quality gaps a physics engine tolerates\n * but misbehaves on.\n */\n\nimport type { RobotGeometryProvider } from \"../export/GeometryProvider.js\";\nimport { decomposeRigid } from \"../kinematics/transforms.js\";\nimport type { RobotDescription } from \"./RobotDescription.js\";\nimport { buildKinematicTree } from \"./buildKinematicTree.js\";\n\nexport type ValidationSeverity = \"error\" | \"warning\";\n\nexport type ValidationIssue = {\n severity: ValidationSeverity;\n /** Stable machine-readable code (e.g. `unknown-link`, `no-collision`). */\n code: string;\n message: string;\n /** Link or joint key the issue refers to, when applicable. */\n subject?: string;\n};\n\nexport type ValidateRobotOptions = {\n /** Enables mesh-level checks (collision presence / approximation). */\n geometry?: RobotGeometryProvider;\n};\n\n/** Check a robot IR for simulation-readiness; returns errors first. */\nexport function validateRobotDescription(\n desc: RobotDescription,\n options: ValidateRobotOptions = {},\n): ValidationIssue[] {\n const issues: ValidationIssue[] = [];\n const add = (severity: ValidationSeverity, code: string, message: string, subject?: string) =>\n issues.push({ severity, code, message, ...(subject !== undefined ? { subject } : {}) });\n\n if (Object.keys(desc.links).length === 0) {\n add(\"error\", \"no-links\", \"robot has no links\");\n }\n\n for (const [key, joint] of Object.entries(desc.joints)) {\n if (joint.parent !== \"\" && !desc.links[joint.parent]) {\n add(\n \"error\",\n \"unknown-link\",\n `joint \"${key}\" references unknown parent \"${joint.parent}\"`,\n key,\n );\n }\n if (!desc.links[joint.child]) {\n add(\"error\", \"unknown-link\", `joint \"${key}\" references unknown child \"${joint.child}\"`, key);\n }\n if (joint.lower !== undefined && joint.upper !== undefined && joint.lower > joint.upper) {\n add(\n \"error\",\n \"invalid-limits\",\n `joint \"${key}\" lower limit ${joint.lower} exceeds upper ${joint.upper}`,\n key,\n );\n }\n if (\n joint.initialValue !== undefined &&\n ((joint.lower !== undefined && joint.initialValue < joint.lower) ||\n (joint.upper !== undefined && joint.initialValue > joint.upper))\n ) {\n add(\n \"warning\",\n \"initial-out-of-limits\",\n `joint \"${key}\" initial value ${joint.initialValue} is outside its limits`,\n key,\n );\n }\n const frames = [\n [\"jointFrame0\", joint.jointFrame0],\n [\"jointFrame1\", joint.jointFrame1],\n ] as const;\n for (const [label, frame] of frames) {\n if (!decomposeRigid(frame).rigid) {\n add(\n \"warning\",\n \"non-rigid-frame\",\n `joint \"${key}\" ${label} carries scale/shear/reflection (discarded on export)`,\n key,\n );\n }\n }\n }\n\n const tree = buildKinematicTree(desc);\n for (const jointKey of tree.loopJoints) {\n add(\n \"warning\",\n \"closed-loop\",\n `joint \"${jointKey}\" closes a kinematic loop (dropped from the spanning tree)`,\n jointKey,\n );\n }\n for (const linkKey of tree.isolatedLinks) {\n add(\n \"warning\",\n \"isolated-link\",\n `link \"${linkKey}\" is unreachable from root \"${tree.root}\"`,\n linkKey,\n );\n }\n if ((desc.articulationRoots ?? []).length === 0 && !tree.rootJoint) {\n add(\n \"warning\",\n \"no-articulation-root\",\n \"no ArticulationRootAPI link and no world-fixed joint — the base will float\",\n );\n }\n\n for (const [key, link] of Object.entries(desc.links)) {\n const inertial = link.inertial;\n if (!inertial || (inertial.mass === undefined && inertial.density === undefined)) {\n add(\"warning\", \"no-inertial\", `link \"${key}\" has no mass or density (PhysicsMassAPI)`, key);\n }\n if (inertial?.mass !== undefined && inertial.mass <= 0) {\n add(\"error\", \"bad-mass\", `link \"${key}\" has non-positive mass ${inertial.mass}`, key);\n }\n if (inertial?.diagonalInertia?.some((v) => v < 0)) {\n add(\"error\", \"bad-inertia\", `link \"${key}\" has a negative diagonal-inertia component`, key);\n }\n if (inertial?.principalAxes && !inertial.diagonalInertia) {\n add(\n \"warning\",\n \"inertia-pairing\",\n `link \"${key}\" authors principalAxes without diagonalInertia (dropped on export)`,\n key,\n );\n }\n\n if (options.geometry) {\n const meshes = options.geometry(key, link);\n const collisions = meshes.filter((mesh) => mesh.kind === \"collision\");\n if (collisions.length === 0) {\n add(\"warning\", \"no-collision\", `link \"${key}\" has no collision geometry`, key);\n }\n for (const mesh of collisions) {\n if (!mesh.collisionApproximation) {\n add(\n \"warning\",\n \"collision-approximation\",\n `link \"${key}\" collision mesh \"${mesh.name}\" has no physics:approximation (PhysX dynamic bodies need a convex or primitive approximation)`,\n key,\n );\n }\n }\n }\n }\n\n return issues.sort((a, b) => (a.severity === b.severity ? 0 : a.severity === \"error\" ? -1 : 1));\n}\n"]}
@@ -1 +0,0 @@
1
- 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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 { isNonVisualPurpose } from \"../schemas/usdGeom.js\";\nimport { COLLISION_API } from \"../schemas/usdPhysics.js\";\nimport type { Prim } from \"../usd/Prim.js\";\nimport type { Stage } from \"../usd/Stage.js\";\nimport { computeLocalTransform, computeWorldTransform } from \"../usd/xformOps.js\";\nimport { type ResolvedTexture, resolveBoundMaterial } from \"./MaterialBinding.js\";\nimport type { TextureProvider } from \"./TextureBinding.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 /** Resolves diffuse texture asset paths to `THREE.Texture` (M-tex). */\n textureProvider?: TextureProvider;\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/**\n * Build a material for a Mesh prim. Color priority: bound `UsdShade` material\n * (when `stage` is given) → `primvars:displayColor` → default gray. Textures\n * (via `textures`) become the matching `MeshStandardMaterial` maps — diffuse →\n * `map` (sRGB), plus `normalMap` / `roughnessMap` / `metalnessMap` / `aoMap`\n * (linear data) and emissive `emissiveMap`. Metalness / roughness / opacity /\n * emissive constants come from the bound material when present.\n */\nexport function buildMeshMaterial(\n meshPrim: Prim,\n stage?: Stage,\n textures?: TextureProvider,\n): THREE.Material {\n const color = new THREE.Color(DEFAULT_COLOR);\n let opacity = 1;\n\n const bound = stage ? resolveBoundMaterial(stage, meshPrim) : undefined;\n if (bound?.color) {\n color.setRGB(bound.color[0], bound.color[1], bound.color[2]);\n } else {\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 }\n if (bound?.opacity !== undefined) opacity = bound.opacity;\n\n // Resolve a channel's `THREE.Texture`, forwarding its wrap modes and\n // `UsdTransform2d` (the `UsdUVTexture.inputs:scale`/`bias` are folded into the\n // material factors below, not the sampler).\n const tex = (rt: ResolvedTexture | undefined, cs: \"srgb\" | \"linear\") =>\n rt && textures\n ? textures(rt.path, {\n colorSpace: cs,\n ...(rt.wrapS ? { wrapS: rt.wrapS } : {}),\n ...(rt.wrapT ? { wrapT: rt.wrapT } : {}),\n ...(rt.transform ? { transform: rt.transform } : {}),\n })\n : null;\n\n const map = tex(bound?.colorTexture, \"srgb\");\n // `inputs:scale` on the diffuse texture tints the map; otherwise pass through.\n if (map) {\n const s = bound?.colorTexture?.scale;\n if (s) color.setRGB(s[0], s[1], s[2]);\n else color.setRGB(1, 1, 1);\n }\n const normalMap = tex(bound?.normalTexture, \"linear\");\n const roughnessMap = tex(bound?.roughnessTexture, \"linear\");\n const metalnessMap = tex(bound?.metalnessTexture, \"linear\");\n const aoMap = tex(bound?.occlusionTexture, \"linear\");\n const emissiveMap = tex(bound?.emissiveTexture, \"srgb\");\n\n // A scalar map's `inputs:scale[0]` (or an authored constant) becomes three's\n // factor; three multiplies factor × map, so default to 1 to pass it through.\n const metalness =\n bound?.metalness ?? bound?.metalnessTexture?.scale?.[0] ?? (metalnessMap ? 1 : 0.1);\n const roughness =\n bound?.roughness ?? bound?.roughnessTexture?.scale?.[0] ?? (roughnessMap ? 1 : 0.8);\n\n const emissive = new THREE.Color(0x000000);\n if (bound?.emissiveColor) {\n emissive.setRGB(bound.emissiveColor[0], bound.emissiveColor[1], bound.emissiveColor[2]);\n } else if (emissiveMap) {\n emissive.setRGB(1, 1, 1); // let the map drive emission\n }\n\n // Opacity sourcing: a dedicated opacity texture → `alphaMap`; an opacity input\n // wired to the *same* image as the diffuse map → that map's own alpha channel\n // (no separate map needed). `opacityThreshold > 0` means alpha clip (a binary\n // cutout rendered in the opaque pass); otherwise sub-unit alpha blends.\n const opacityTex = bound?.opacityTexture;\n const sharesColorMap = !!(opacityTex && opacityTex.path === bound?.colorTexture?.path);\n const alphaMap = sharesColorMap ? null : tex(opacityTex, \"linear\");\n const hasAlphaSource = opacity < 1 || sharesColorMap || !!alphaMap;\n const threshold = bound?.opacityThreshold;\n const alphaTest = threshold !== undefined && threshold > 0 ? threshold : 0;\n // Alpha-clip masks render opaque (depth-written, discarded below the cutoff);\n // only true translucency uses the transparent/blended pass.\n const transparent = alphaTest === 0 && hasAlphaSource;\n\n const doubleSided = meshPrim.GetAttribute(\"doubleSided\").Get() === true;\n return new THREE.MeshStandardMaterial({\n color,\n metalness,\n roughness,\n emissive,\n transparent,\n opacity,\n ...(alphaTest > 0 ? { alphaTest } : {}),\n side: doubleSided ? THREE.DoubleSide : THREE.FrontSide,\n ...(map ? { map } : {}),\n ...(alphaMap ? { alphaMap } : {}),\n ...(normalMap ? { normalMap } : {}),\n ...(roughnessMap ? { roughnessMap } : {}),\n ...(metalnessMap ? { metalnessMap } : {}),\n ...(aoMap ? { aoMap } : {}),\n ...(emissiveMap ? { emissiveMap } : {}),\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 const textures = options.textureProvider;\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\", textures);\n }\n }\n if (loadCollisions) {\n for (const meshPath of link.collisionPrims ?? []) {\n attachMesh(stage, linkPrim, meshPath, linkObj, \"collision\", textures);\n }\n }\n }\n}\n\n/**\n * Attach the Mesh prims that belong to no link — the static scenery of a cell\n * that also contains robots. They are placed by their authored stage transform\n * under the robot root, so the loader's up-axis and unit normalization applies\n * to them too. Collision-only and guide/proxy prims are skipped.\n */\nexport function bindSceneMeshes(\n stage: Stage,\n robot3d: ThreeUsdRobot,\n desc: RobotDescription,\n options: { textureProvider?: TextureProvider } = {},\n): number {\n const owned = new Set<string>();\n for (const link of Object.values(desc.links)) {\n for (const path of link.visualPrims) owned.add(path);\n for (const path of link.collisionPrims ?? []) owned.add(path);\n owned.add(link.primPath);\n }\n\n let attached = 0;\n for (const prim of stage.Traverse()) {\n if (prim.GetTypeName() !== \"Mesh\" || owned.has(prim.GetPath())) continue;\n if (prim.HasAPI(COLLISION_API) || isNonVisualPurpose(prim)) continue;\n // Skip meshes under a link (already bound relative to their link).\n if ([...owned].some((path) => prim.GetPath().startsWith(`${path}/`))) continue;\n\n const geometry = buildMeshGeometry(prim);\n if (!geometry) continue;\n const mesh = new THREE.Mesh(geometry, buildMeshMaterial(prim, stage, options.textureProvider));\n mesh.name = prim.GetName();\n mesh.userData.kind = \"scene\";\n mesh.userData.primPath = prim.GetPath();\n mesh.matrixAutoUpdate = false;\n mesh.matrix.fromArray(computeWorldTransform(prim));\n mesh.matrixWorldNeedsUpdate = true;\n robot3d.add(mesh);\n attached++;\n }\n return attached;\n}\n\nfunction attachMesh(\n stage: Stage,\n linkPrim: Prim,\n meshPath: string,\n parent: THREE.Object3D,\n kind: MeshKind,\n textures: TextureProvider | undefined,\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, stage, textures));\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","/**\n * Loads texture image assets referenced by `UsdShade` materials.\n *\n * A {@link TextureProvider} maps an authored asset path (plus sampler/transform\n * options) to a `THREE.Texture`. The default provider fetches the image **bytes**\n * through the {@link AssetResolver} and decodes them via a blob URL — so it works\n * uniformly for textures served over HTTP and for images embedded inside a\n * `.usdz` package (whose resolver serves zip entries, not real URLs). Decoded\n * images are cached per resolved URL and shared across every texture that uses\n * them; each `THREE.Texture` carries its own color space / wrap / transform.\n */\n\nimport * as THREE from \"three\";\nimport type { AssetResolver } from \"../usd/AssetResolver.js\";\nimport type { TextureTransform, TextureWrap } from \"./MaterialBinding.js\";\n\n/**\n * Color space to interpret a texture in. Color/albedo and emissive maps are\n * `\"srgb\"`; data maps (normal, roughness, metalness, occlusion) are `\"linear\"`.\n */\nexport type TextureColorSpace = \"srgb\" | \"linear\";\n\n/** Per-use sampler state applied to the returned `THREE.Texture`. */\nexport type TextureOptions = {\n /** Defaults to `\"srgb\"`. */\n colorSpace?: TextureColorSpace;\n wrapS?: TextureWrap;\n wrapT?: TextureWrap;\n transform?: TextureTransform;\n};\n\n/** Resolve an authored texture asset path to a `THREE.Texture` (or `null`). */\nexport type TextureProvider = (assetPath: string, options?: TextureOptions) => THREE.Texture | null;\n\nconst DEG2RAD = Math.PI / 180;\n\n/**\n * A {@link TextureProvider} backed by the {@link AssetResolver}, resolving paths\n * against `baseUrl`. Image bytes are fetched once per URL (works for HTTP and\n * `.usdz` entries alike) and the decoded image is shared; each call returns a\n * distinct `THREE.Texture` carrying the requested color space / wrap / transform.\n */\nexport function createTextureProvider(resolver: AssetResolver, baseUrl: string): TextureProvider {\n const images = new Map<string, Promise<TexImageSource>>();\n\n const imageFor = (url: string): Promise<TexImageSource> => {\n let p = images.get(url);\n if (!p) {\n p = loadImage(resolver, url);\n images.set(url, p);\n }\n return p;\n };\n\n return (assetPath: string, options: TextureOptions = {}) => {\n let url: string;\n try {\n url = resolver.resolve(assetPath, baseUrl);\n } catch {\n return null;\n }\n\n const texture = new THREE.Texture();\n texture.colorSpace =\n options.colorSpace === \"linear\" ? THREE.NoColorSpace : THREE.SRGBColorSpace;\n texture.wrapS = toThreeWrap(options.wrapS);\n texture.wrapT = toThreeWrap(options.wrapT);\n applyTransform(texture, options.transform);\n\n imageFor(url)\n .then((image) => {\n texture.image = image;\n texture.needsUpdate = true;\n })\n .catch(() => {\n /* leave the texture blank if the image can't be decoded */\n });\n return texture;\n };\n}\n\n/**\n * Fetch image bytes through the resolver and decode them via a blob URL into an\n * `HTMLImageElement` (so three's default `flipY = true` orients USD's bottom-left\n * `st` origin correctly, matching the prior `TextureLoader` HTTP path).\n */\nasync function loadImage(resolver: AssetResolver, url: string): Promise<TexImageSource> {\n const bytes = resolver.fetchBytes\n ? await resolver.fetchBytes(url)\n : new TextEncoder().encode(await resolver.fetchText(url));\n const blob = new Blob([bytes as BlobPart], { type: mimeOf(url) });\n const objectUrl = URL.createObjectURL(blob);\n try {\n return await new Promise<HTMLImageElement>((resolve, reject) => {\n const img = new Image();\n img.onload = () => resolve(img);\n img.onerror = () => reject(new Error(`failed to decode texture: ${url}`));\n img.src = objectUrl;\n });\n } finally {\n // The decoded image keeps its pixels; the blob URL can be released.\n URL.revokeObjectURL(objectUrl);\n }\n}\n\nfunction toThreeWrap(wrap: TextureWrap | undefined): THREE.Wrapping {\n switch (wrap) {\n case \"clamp\":\n case \"black\": // three has no border color; clamp is the closest mode\n return THREE.ClampToEdgeWrapping;\n case \"mirror\":\n return THREE.MirroredRepeatWrapping;\n default:\n return THREE.RepeatWrapping;\n }\n}\n\n/** Map a `UsdTransform2d` onto a texture's offset / repeat / rotation. */\nfunction applyTransform(texture: THREE.Texture, t: TextureTransform | undefined): void {\n if (!t) return;\n if (t.scale) texture.repeat.set(t.scale[0], t.scale[1]);\n if (t.translation) texture.offset.set(t.translation[0], t.translation[1]);\n if (t.rotation !== undefined) {\n texture.rotation = t.rotation * DEG2RAD;\n texture.center.set(0, 0); // UsdTransform2d rotates about the origin\n }\n}\n\nfunction mimeOf(url: string): string {\n if (/\\.jpe?g$/i.test(url)) return \"image/jpeg\";\n if (/\\.webp$/i.test(url)) return \"image/webp\";\n return \"image/png\";\n}\n","import * as THREE from \"three\";\nimport { interpolate } from \"../kinematics/sampling.js\";\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 const rootLink = this.robot.links[this.tree.root];\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 } else if (rootLink?.worldTransform) {\n // Floating base: keep the authored stage placement.\n setMatrix(rootObj, rootLink.worldTransform);\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 = `${joint.name}:frame1Inv`;\n setMatrix(frame1Inv, invert(joint.jointFrame1));\n\n parent.add(frame0);\n frame0.add(motion);\n motion.add(frame1Inv);\n frame1Inv.add(child);\n\n this.jointObjects.set(jointKey, motion);\n }\n\n private attachIsolatedLinks(): void {\n for (const key of this.tree.isolatedLinks) {\n const obj = this.linkObjects.get(key);\n if (!obj || obj.parent) continue;\n // Not placeable by any joint chain — keep the authored stage placement\n // (other machines / free bodies on a multi-articulation stage).\n const worldTransform = this.robot.links[key]?.worldTransform;\n if (worldTransform) setMatrix(obj, worldTransform);\n this.add(obj);\n }\n }\n\n // -- Joint control -------------------------------------------------------\n\n /** Set one joint value. Unknown joints are ignored. Returns whether it applied. */\n setJointValue(name: string, value: number): boolean {\n const joint = this.jointObjects.get(name);\n if (!joint) return false;\n joint.setValue(value, this.clampJointLimits);\n this.dirty = true;\n return true;\n }\n\n /** Set several joint values at once (matrix update is coalesced). */\n setJointValues(values: Record<string, number>): void {\n for (const [name, value] of Object.entries(values)) {\n const joint = this.jointObjects.get(name);\n if (joint) {\n joint.setValue(value, this.clampJointLimits);\n this.dirty = true;\n }\n }\n }\n\n getJointValue(name: string): number | undefined {\n return this.jointObjects.get(name)?.value;\n }\n\n /** Recompute world matrices. Called lazily by the getters; safe to call directly. */\n updateKinematics(): void {\n this.updateMatrixWorld(true);\n this.dirty = false;\n }\n\n private ensureUpdated(): void {\n if (this.dirty) this.updateKinematics();\n }\n\n // -- Queries -------------------------------------------------------------\n\n getLinkWorldMatrix(name: string): THREE.Matrix4 {\n const obj = this.linkObjects.get(name);\n if (!obj) throw new Error(`unknown link \"${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 // -- Animation playback --------------------------------------------------\n\n /** Playback rate in time codes per second (from the stage; default 24). */\n getTimeCodesPerSecond(): number {\n return this.robot.timeCodesPerSecond ?? 24;\n }\n\n /** Whether any joint has a time-sampled trajectory. */\n hasAnimation(): boolean {\n return Object.values(this.robot.joints).some((j) => j.valueSamples !== undefined);\n }\n\n /**\n * Animation range in time codes: the union of authored joint sample ranges,\n * falling back to the stage `startTimeCode`/`endTimeCode`. `null` if neither.\n */\n getTimeRange(): { start: number; end: number } | null {\n let start = Number.POSITIVE_INFINITY;\n let end = Number.NEGATIVE_INFINITY;\n for (const joint of Object.values(this.robot.joints)) {\n const times = joint.valueSamples?.times;\n if (!times || times.length === 0) continue;\n start = Math.min(start, times[0]!);\n end = Math.max(end, times[times.length - 1]!);\n }\n if (start <= end) return { start, end };\n\n const { startTimeCode, endTimeCode } = this.robot;\n if (startTimeCode !== undefined && endTimeCode !== undefined) {\n return { start: startTimeCode, end: endTimeCode };\n }\n return null;\n }\n\n /** Sample every animated joint at time code `t` and apply the values. */\n setTime(t: number): void {\n for (const [key, joint] of Object.entries(this.robot.joints)) {\n if (joint.valueSamples) this.setJointValue(key, interpolate(joint.valueSamples, t));\n }\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 { composeFile, 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, bindSceneMeshes } from \"./MeshBinding.js\";\nimport { createTextureProvider } from \"./TextureBinding.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 /**\n * Also render Mesh prims that belong to no link — the static scenery of a\n * cell that contains robots (floor, guarding, racking, …). Placed by their\n * authored stage transform. Default `false`.\n */\n loadSceneGeometry?: boolean;\n /** Load diffuse textures referenced by materials (default `true`). */\n loadTextures?: 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 sniffed for the crate magic\n * and parsed as binary USDC or USDA text.\n */\n async loadAsync(url: string): Promise<ThreeUsdRobot> {\n const bytes = await this.fetchRootBytes(url);\n if (/\\.usdz$/i.test(url)) return this.parseUsdz(bytes);\n if (CrateReader.isCrate(bytes)) return this.parseCrate(bytes, url);\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(\n await this.composeStage(text, baseUrl, this.resolver),\n baseUrl,\n this.resolver,\n );\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 // The root layer of a usdz is typically binary USDC — sniff, don't assume text.\n const rootBytes = await pkg.resolver.fetchBytes(pkg.rootEntry);\n const stage = await this.composeStageFromBytes(rootBytes, pkg.rootEntry, pkg.resolver);\n return this.buildFromStage(stage, pkg.rootEntry, pkg.resolver);\n }\n\n /** Build a robot from the bytes of a binary crate (`.usdc` / binary `.usd`). */\n async parseCrate(bytes: Uint8Array, baseUrl = \"\"): Promise<ThreeUsdRobot> {\n const stage = await this.composeStageFromBytes(bytes, baseUrl, this.resolver);\n return this.buildFromStage(stage, baseUrl, this.resolver);\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, baseUrl: string, resolver: AssetResolver): 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 const loadScene = this.options.loadSceneGeometry ?? false;\n if (loadVisuals || loadCollisions || loadScene) {\n const textureProvider =\n (this.options.loadTextures ?? true) ? createTextureProvider(resolver, baseUrl) : undefined;\n if (loadVisuals || loadCollisions) {\n bindRobotMeshes(stage, robot3d, robot, {\n loadVisuals,\n loadCollisions,\n ...(textureProvider ? { textureProvider } : {}),\n });\n }\n if (loadScene) {\n bindSceneMeshes(stage, robot3d, robot, {\n ...(textureProvider ? { textureProvider } : {}),\n });\n }\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 /** Compose a layer from raw bytes, sniffing binary crate vs USDA text. */\n private async composeStageFromBytes(\n bytes: Uint8Array,\n baseUrl: string,\n resolver: AssetResolver,\n ): Promise<Stage> {\n const composeOptions = this.options.onWarn ? { onWarn: this.options.onWarn } : {};\n const composed = CrateReader.isCrate(bytes)\n ? await composeFile(\n crateToUsdaFile(new CrateReader(bytes)),\n baseUrl,\n resolver,\n composeOptions,\n )\n : await composeLayer(new TextDecoder().decode(bytes), baseUrl, resolver, composeOptions);\n return Stage.OpenFromFile(composed);\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"]}