urdf-loader-babylonjs 0.1.2 → 0.2.1
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/README.md +10 -0
- package/package.json +1 -1
- package/src/URDFLoader.js +45 -4
- package/umd/URDFLoader.js +45 -4
- package/umd/URDFLoader.js.map +1 -1
package/README.md
CHANGED
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@@ -213,6 +213,16 @@ constructor( scene : Scene )
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Constructor. Scene is the Babylon.js scene that nodes will be created in.
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### .onMeshLoaded
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```js
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onMeshLoaded : ( (mesh : AbstractMesh, originalMaterial : Material | null) => void ) | null
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```
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Optional hook fired once per mesh produced by the default mesh loader, right after the mesh has been created and its source material assigned (`StandardMaterial` named `stl-material` for STL imports; the glTF loader's material for `.glb`/`.gltf` imports). The consumer receives the mesh and the source material so it can extract a base color and swap `mesh.material` in place — for example, to replace every mesh with a shared or per-link `StandardMaterial` derived from the glTF `baseColorFactor`.
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When `onMeshLoaded` is set, URDFLoader will **not** override `mesh.material` with a `<material>` tag parsed from the URDF — the consumer's hook has final say over materials. Set to `null` (the default) to preserve the original URDF-driven material assignment.
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### .load
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```js
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package/package.json
CHANGED
package/src/URDFLoader.js
CHANGED
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@@ -119,6 +119,12 @@ class URDFLoader {
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this.packages = '';
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this.workingPath = '';
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this.fetchOptions = {};
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// Optional hook: (mesh, originalMaterial) => void. Called once per
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// mesh produced by defaultMeshLoader, after the mesh exists and its
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// original material is assigned (StandardMaterial for STL; the glTF
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// loader's material for GLB/GLTF). Consumers can inspect the source
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// material (e.g. baseColor) and swap mesh.material in place.
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this.onMeshLoaded = null;
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}
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.then(data => {
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const model = this.parse(data, this.workingPath || workingPath);
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onComplete
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// Defer onComplete until every mesh load tracked by the
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// LoadTracker has also finished. parse() kicks off async
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// loadMeshCb calls that increment pending; onLoad fires when
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// pending returns to zero after our own itemEnd below.
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manager.onLoad = () => { onComplete(model); };
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manager.itemEnd();
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})
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parse(content, workingPath = this.workingPath) {
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const scene = this.scene;
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const manager = this.manager;
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const packages = this.packages;
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const loadMeshCb = this.loadMeshCb;
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const onMeshLoaded = this.onMeshLoaded;
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const parseVisual = this.parseVisual;
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const parseCollision = this.parseCollision;
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const linkMap = {};
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}
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// Track each mesh load on the LoadTracker so
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// `onLoad` fires only after all meshes have
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// attached. Without this the top-level
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// `onComplete` runs right after parse returns —
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// before any async STL/GLB loads finish — so
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// callers observe an empty robot tree and can't
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// populate light include-lists, selection sets,
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// etc. from the final mesh set.
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manager.itemStart();
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loadMeshCb(filePath, scene, (obj, err) => {
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if (scene.isDisposed)
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if (scene.isDisposed) {
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manager.itemEnd();
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return;
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}
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if (err) {
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} else if (obj) {
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// Skip the URDF-material override when the
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// consumer has installed an onMeshLoaded
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// hook — they take full responsibility for
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// mesh materials (including per-primitive
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// handling for multi-mesh glTF imports).
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if (obj instanceof Mesh && !onMeshLoaded) {
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obj.material = material;
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}
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manager.itemEnd();
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});
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}
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const mesh = meshes[0];
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mesh.material = new StandardMaterial('stl-material', scene);
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if (this.onMeshLoaded) this.onMeshLoaded(mesh, mesh.material);
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done(mesh);
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} else {
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meshes.forEach(m => {
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m.material = new StandardMaterial('stl-material', scene);
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if (this.onMeshLoaded) this.onMeshLoaded(m, m.material);
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m.parent = parent;
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});
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if (meshes.length === 1) {
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if (this.onMeshLoaded) this.onMeshLoaded(meshes[0], meshes[0].material);
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done(meshes[0]);
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} else if (meshes.length > 1) {
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const parent = new (Mesh.bind(Mesh, 'gltf-root', scene))();
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meshes.forEach(m => {
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if (this.onMeshLoaded) this.onMeshLoaded(m, m.material);
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m.parent = parent;
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});
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done(parent);
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}
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package/umd/URDFLoader.js
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this.workingPath = '';
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this.fetchOptions = {};
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// Optional hook: (mesh, originalMaterial) => void. Called once per
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// mesh produced by defaultMeshLoader, after the mesh exists and its
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// original material is assigned (StandardMaterial for STL; the glTF
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// loader's material for GLB/GLTF). Consumers can inspect the source
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// material (e.g. baseColor) and swap mesh.material in place.
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this.onMeshLoaded = null;
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}
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.then(data => {
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const model = this.parse(data, this.workingPath || workingPath);
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onComplete
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// Defer onComplete until every mesh load tracked by the
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// LoadTracker has also finished. parse() kicks off async
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// loadMeshCb calls that increment pending; onLoad fires when
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// pending returns to zero after our own itemEnd below.
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manager.onLoad = () => { onComplete(model); };
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manager.itemEnd();
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parse(content, workingPath = this.workingPath) {
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const scene = this.scene;
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const manager = this.manager;
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const packages = this.packages;
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const loadMeshCb = this.loadMeshCb;
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const onMeshLoaded = this.onMeshLoaded;
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const parseVisual = this.parseVisual;
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const parseCollision = this.parseCollision;
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}
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// attached. Without this the top-level
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// `onComplete` runs right after parse returns —
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// before any async STL/GLB loads finish — so
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// callers observe an empty robot tree and can't
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// populate light include-lists, selection sets,
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// etc. from the final mesh set.
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manager.itemStart();
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loadMeshCb(filePath, scene, (obj, err) => {
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manager.itemEnd();
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return;
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}
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} else if (obj) {
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// consumer has installed an onMeshLoaded
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// hook — they take full responsibility for
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// mesh materials (including per-primitive
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// handling for multi-mesh glTF imports).
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if (obj instanceof core.Mesh && !onMeshLoaded) {
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}
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}
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mesh.material = new core.StandardMaterial('stl-material', scene);
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if (this.onMeshLoaded) this.onMeshLoaded(mesh, mesh.material);
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done(mesh);
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m.material = new core.StandardMaterial('stl-material', scene);
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if (this.onMeshLoaded) this.onMeshLoaded(m, m.material);
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if (meshes.length === 1) {
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if (this.onMeshLoaded) this.onMeshLoaded(meshes[0], meshes[0].material);
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done(meshes[0]);
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} else if (meshes.length > 1) {
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const parent = new (core.Mesh.bind(core.Mesh, 'gltf-root', scene))();
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}
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package/umd/URDFLoader.js.map
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{"version":3,"file":"URDFLoader.js","sources":["../src/URDFClasses.js","../src/URDFLoader.js"],"sourcesContent":["import { TransformNode, Vector3, Quaternion, Matrix } from '@babylonjs/core';\n\nconst _tempAxis = new Vector3();\nconst _tempQuat = new Quaternion();\nconst _tempQuat2 = new Quaternion();\nconst _tempScale = new Vector3(1.0, 1.0, 1.0);\nconst _tempPosition = new Vector3();\nconst _tempMatrix = new Matrix();\nconst _tempOrigMatrix = new Matrix();\n\nclass URDFBase extends TransformNode {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.rotationQuaternion = new Quaternion();\n this.urdfNode = null;\n this.urdfName = '';\n\n }\n\n // Depth-first traverse matching Three.js behavior\n traverse(callback) {\n\n callback(this);\n for (const child of this.getChildren()) {\n\n if (child.traverse) {\n\n child.traverse(callback);\n\n } else {\n\n callback(child);\n\n }\n\n }\n\n }\n\n copy(source, recursive) {\n\n this.urdfNode = source.urdfNode;\n this.urdfName = source.urdfName;\n\n this.name = source.name;\n this.position.copyFrom(source.position);\n if (source.rotationQuaternion) {\n\n if (!this.rotationQuaternion) {\n\n this.rotationQuaternion = new Quaternion();\n\n }\n this.rotationQuaternion.copyFrom(source.rotationQuaternion);\n\n }\n this.scaling.copyFrom(source.scaling);\n\n if (recursive) {\n\n const children = source.getChildren();\n for (const child of children) {\n\n let clonedChild;\n if (child._clone && child instanceof URDFBase) {\n\n clonedChild = child._clone();\n\n } else if (child.clone) {\n\n // For non-URDF nodes (e.g., Babylon.js Mesh), use native clone\n clonedChild = child.clone(child.name);\n\n }\n if (clonedChild) {\n\n clonedChild.parent = this;\n\n }\n\n }\n\n }\n\n return this;\n\n }\n\n clone(name, newParent) {\n\n const cloned = this._clone();\n if (newParent) {\n\n cloned.parent = newParent;\n\n }\n return cloned;\n\n }\n\n _clone() {\n\n const cloned = new this.constructor(this.name, this.getScene());\n cloned.copy(this, true);\n return cloned;\n\n }\n\n}\n\nclass URDFCollider extends URDFBase {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.isURDFCollider = true;\n this.type = 'URDFCollider';\n\n }\n\n}\n\nclass URDFVisual extends URDFBase {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.isURDFVisual = true;\n this.type = 'URDFVisual';\n\n }\n\n}\n\nclass URDFLink extends URDFBase {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.isURDFLink = true;\n this.type = 'URDFLink';\n\n }\n\n}\n\nclass URDFJoint extends URDFBase {\n\n get jointType() {\n\n return this._jointType;\n\n }\n\n set jointType(v) {\n\n if (this.jointType === v) return;\n this._jointType = v;\n switch (v) {\n\n case 'fixed':\n this.jointValue = [];\n break;\n\n case 'continuous':\n case 'revolute':\n case 'prismatic':\n this.jointValue = new Array(1).fill(0);\n break;\n\n case 'planar':\n // Planar joints are, 3dof: position XY and rotation Z.\n this.jointValue = new Array(3).fill(0);\n this.axis = new Vector3(0, 0, 1);\n break;\n\n case 'floating':\n this.jointValue = new Array(6).fill(0);\n break;\n\n }\n\n }\n\n get angle() {\n\n return this.jointValue[0];\n\n }\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n\n this.isURDFJoint = true;\n this.type = 'URDFJoint';\n\n this.jointValue = null;\n this.jointType = 'fixed';\n this.axis = new Vector3(1, 0, 0);\n this.limit = { lower: 0, upper: 0 };\n this.ignoreLimits = false;\n\n this.origPosition = null;\n this.origQuaternion = null;\n\n this.mimicJoints = [];\n\n }\n\n /* Overrides */\n copy(source, recursive) {\n\n super.copy(source, recursive);\n\n this.jointType = source.jointType;\n this.axis = source.axis.clone();\n this.limit.lower = source.limit.lower;\n this.limit.upper = source.limit.upper;\n this.ignoreLimits = false;\n\n this.jointValue = [...source.jointValue];\n\n this.origPosition = source.origPosition ? source.origPosition.clone() : null;\n this.origQuaternion = source.origQuaternion ? source.origQuaternion.clone() : null;\n\n this.mimicJoints = [...source.mimicJoints];\n\n return this;\n\n }\n\n /* Public Functions */\n /**\n * @param {...number|null} values The joint value components to set, optionally null for no-op\n * @returns {boolean} Whether the invocation of this function resulted in an actual change to the joint value\n */\n setJointValue(...values) {\n\n // Parse all incoming values into numbers except null, which we treat as a no-op for that value component.\n values = values.map(v => v === null ? null : parseFloat(v));\n\n if (!this.origPosition || !this.origQuaternion) {\n\n this.origPosition = this.position.clone();\n this.origQuaternion = this.rotationQuaternion.clone();\n\n }\n\n let didUpdate = false;\n\n this.mimicJoints.forEach(joint => {\n\n didUpdate = joint.updateFromMimickedJoint(...values) || didUpdate;\n\n });\n\n switch (this.jointType) {\n\n case 'fixed': {\n\n return didUpdate;\n\n }\n case 'continuous':\n case 'revolute': {\n\n let angle = values[0];\n if (angle == null) return didUpdate;\n if (angle === this.jointValue[0]) return didUpdate;\n\n if (!this.ignoreLimits && this.jointType === 'revolute') {\n\n angle = Math.min(this.limit.upper, angle);\n angle = Math.max(this.limit.lower, angle);\n\n }\n\n // Three.js: this.quaternion.setFromAxisAngle(this.axis, angle).premultiply(this.origQuaternion);\n // premultiply(q) means result = q * this\n // So: result = origQuaternion * RotationAxis(axis, angle)\n const rotQuat = Quaternion.RotationAxis(this.axis, angle);\n this.origQuaternion.multiplyToRef(rotQuat, this.rotationQuaternion);\n\n if (this.jointValue[0] !== angle) {\n\n this.jointValue[0] = angle;\n this.computeWorldMatrix(true);\n return true;\n\n } else {\n\n return didUpdate;\n\n }\n\n }\n\n case 'prismatic': {\n\n let pos = values[0];\n if (pos == null) return didUpdate;\n if (pos === this.jointValue[0]) return didUpdate;\n\n if (!this.ignoreLimits) {\n\n pos = Math.min(this.limit.upper, pos);\n pos = Math.max(this.limit.lower, pos);\n\n }\n\n this.position.copyFrom(this.origPosition);\n // Rotate axis by the original rotation quaternion\n const rotMatrix = new Matrix();\n Matrix.FromQuaternionToRef(this.origQuaternion, rotMatrix);\n Vector3.TransformNormalToRef(this.axis, rotMatrix, _tempAxis);\n this.position.addInPlace(_tempAxis.scale(pos));\n\n if (this.jointValue[0] !== pos) {\n\n this.jointValue[0] = pos;\n this.computeWorldMatrix(true);\n return true;\n\n } else {\n\n return didUpdate;\n\n }\n\n }\n\n case 'floating': {\n\n // no-op if all values are identical to existing value or are null\n if (this.jointValue.every((value, index) => values[index] === value || values[index] === null)) return didUpdate;\n // Floating joints have six degrees of freedom: X, Y, Z, R, P, Y.\n this.jointValue[0] = values[0] !== null ? values[0] : this.jointValue[0];\n this.jointValue[1] = values[1] !== null ? values[1] : this.jointValue[1];\n this.jointValue[2] = values[2] !== null ? values[2] : this.jointValue[2];\n this.jointValue[3] = values[3] !== null ? values[3] : this.jointValue[3];\n this.jointValue[4] = values[4] !== null ? values[4] : this.jointValue[4];\n this.jointValue[5] = values[5] !== null ? values[5] : this.jointValue[5];\n\n // Compose transform of joint origin and transform due to joint values\n // Three.js: Matrix4.compose(pos, quat, scale) -> Babylon: Matrix.Compose(scale, quat, pos)\n Matrix.ComposeToRef(_tempScale, this.origQuaternion, this.origPosition, _tempOrigMatrix);\n\n // Three.js Euler('XYZ') -> compose quaternion from axis rotations\n // XYZ intrinsic = Qz * Qy * Qx\n const qx = Quaternion.RotationAxis(new Vector3(1, 0, 0), this.jointValue[3]);\n const qy = Quaternion.RotationAxis(new Vector3(0, 1, 0), this.jointValue[4]);\n const qz = Quaternion.RotationAxis(new Vector3(0, 0, 1), this.jointValue[5]);\n // XYZ order: apply X first, then Y, then Z -> qz * qy * qx\n qz.multiplyToRef(qy, _tempQuat);\n _tempQuat.multiplyToRef(qx, _tempQuat2);\n\n _tempPosition.set(this.jointValue[0], this.jointValue[1], this.jointValue[2]);\n Matrix.ComposeToRef(_tempScale, _tempQuat2, _tempPosition, _tempMatrix);\n\n // Three.js: _tempOrigTransform.premultiply(_tempTransform) means _tempTransform * _tempOrigTransform\n _tempMatrix.multiplyToRef(_tempOrigMatrix, _tempOrigMatrix);\n\n // Decompose: Babylon decompose(scale, rotation, translation)\n _tempOrigMatrix.decompose(_tempScale, _tempQuat, _tempPosition);\n this.position.copyFrom(_tempPosition);\n this.rotationQuaternion.copyFrom(_tempQuat);\n\n // Reset temp scale\n _tempScale.set(1, 1, 1);\n\n this.computeWorldMatrix(true);\n return true;\n }\n\n case 'planar': {\n\n // no-op if all values are identical to existing value or are null\n if (this.jointValue.every((value, index) => values[index] === value || values[index] === null)) return didUpdate;\n\n this.jointValue[0] = values[0] !== null ? values[0] : this.jointValue[0];\n this.jointValue[1] = values[1] !== null ? values[1] : this.jointValue[1];\n this.jointValue[2] = values[2] !== null ? values[2] : this.jointValue[2];\n\n // Compose transform of joint origin and transform due to joint values\n Matrix.ComposeToRef(_tempScale, this.origQuaternion, this.origPosition, _tempOrigMatrix);\n const axisQuat = Quaternion.RotationAxis(this.axis, this.jointValue[2]);\n _tempPosition.set(this.jointValue[0], this.jointValue[1], 0.0);\n Matrix.ComposeToRef(_tempScale, axisQuat, _tempPosition, _tempMatrix);\n\n // Calculate new transform: premultiply means _tempTransform * _tempOrigTransform\n _tempMatrix.multiplyToRef(_tempOrigMatrix, _tempOrigMatrix);\n\n _tempOrigMatrix.decompose(_tempScale, _tempQuat, _tempPosition);\n this.position.copyFrom(_tempPosition);\n this.rotationQuaternion.copyFrom(_tempQuat);\n\n // Reset temp scale\n _tempScale.set(1, 1, 1);\n\n this.computeWorldMatrix(true);\n return true;\n }\n\n }\n\n return didUpdate;\n\n }\n\n}\n\nclass URDFMimicJoint extends URDFJoint {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.type = 'URDFMimicJoint';\n this.mimicJoint = null;\n this.offset = 0;\n this.multiplier = 1;\n\n }\n\n updateFromMimickedJoint(...values) {\n\n const modifiedValues = values.map(x => x * this.multiplier + this.offset);\n return super.setJointValue(...modifiedValues);\n\n }\n\n /* Overrides */\n copy(source, recursive) {\n\n super.copy(source, recursive);\n\n this.mimicJoint = source.mimicJoint;\n this.offset = source.offset;\n this.multiplier = source.multiplier;\n\n return this;\n\n }\n\n}\n\nclass URDFRobot extends URDFLink {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.isURDFRobot = true;\n this.urdfNode = null;\n\n this.urdfRobotNode = null;\n this.robotName = null;\n\n this.links = null;\n this.joints = null;\n this.colliders = null;\n this.visual = null;\n this.frames = null;\n\n }\n\n copy(source, recursive) {\n\n super.copy(source, recursive);\n\n this.urdfRobotNode = source.urdfRobotNode;\n this.robotName = source.robotName;\n\n this.links = {};\n this.joints = {};\n this.colliders = {};\n this.visual = {};\n\n this.traverse(c => {\n\n if (c.isURDFJoint && c.urdfName in source.joints) {\n\n this.joints[c.urdfName] = c;\n\n }\n\n if (c.isURDFLink && c.urdfName in source.links) {\n\n this.links[c.urdfName] = c;\n\n }\n\n if (c.isURDFCollider && c.urdfName in source.colliders) {\n\n this.colliders[c.urdfName] = c;\n\n }\n\n if (c.isURDFVisual && c.urdfName in source.visual) {\n\n this.visual[c.urdfName] = c;\n\n }\n\n });\n\n // Repair mimic joint references once we've re-accumulated all our joint data\n for (const joint in this.joints) {\n this.joints[joint].mimicJoints = this.joints[joint].mimicJoints.map((mimicJoint) => this.joints[mimicJoint.name]);\n }\n\n this.frames = {\n ...this.colliders,\n ...this.visual,\n ...this.links,\n ...this.joints,\n };\n\n return this;\n\n }\n\n getFrame(name) {\n\n return this.frames[name];\n\n }\n\n setJointValue(jointName, ...angle) {\n\n const joint = this.joints[jointName];\n if (joint) {\n\n return joint.setJointValue(...angle);\n\n }\n\n return false;\n }\n\n setJointValues(values) {\n\n let didChange = false;\n for (const name in values) {\n\n const value = values[name];\n if (Array.isArray(value)) {\n\n didChange = this.setJointValue(name, ...value) || didChange;\n\n } else {\n\n didChange = this.setJointValue(name, value) || didChange;\n\n }\n\n }\n\n return didChange;\n\n }\n\n}\n\nexport { URDFRobot, URDFLink, URDFJoint, URDFMimicJoint, URDFVisual, URDFCollider };\n","import { StandardMaterial, Color3, Texture, MeshBuilder, Mesh, Vector3, Quaternion, Material, SceneLoader } from '@babylonjs/core';\nimport { STLFileLoader } from '@babylonjs/loaders/STL/stlFileLoader.js';\nimport '@babylonjs/loaders/glTF';\n\n// Prevent Y/Z axis swap — URDF coordinates should be used as-is in a right-handed scene\nSTLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = true;\nimport { URDFRobot, URDFJoint, URDFLink, URDFCollider, URDFVisual, URDFMimicJoint } from './URDFClasses.js';\n\n/*\nReference coordinate frames for Babylon.js and ROS.\nBabylon.js is LEFT-handed, ROS/URDF is RIGHT-handed.\nTo handle this, apply scaling (1, 1, -1) on the robot root node\n(handled in the viewer component).\n\nBabylon.js\n Y\n |\n |\n .-----X\n \\\n Z (into screen, left-handed)\n\nROS URDF\n Z\n | X\n | /\n Y-----.\n\n*/\n\nconst tempQuaternion = new Quaternion();\n\n// Simple load tracker replacing THREE.LoadingManager\nclass LoadTracker {\n\n constructor() {\n\n this._pending = 0;\n this.onLoad = null;\n\n }\n\n itemStart() {\n\n this._pending++;\n\n }\n\n itemEnd() {\n\n this._pending--;\n if (this._pending === 0 && this.onLoad) {\n\n this.onLoad();\n\n }\n\n }\n\n itemError(url) {\n\n console.error(`URDFLoader: Failed to load: ${ url }`);\n\n }\n\n}\n\n// take a vector \"x y z\" and process it into\n// an array [x, y, z]\nfunction processTuple(val) {\n\n if (!val) return [0, 0, 0];\n return val.trim().split(/\\s+/g).map(num => parseFloat(num));\n\n}\n\n// Extract the base URL from a full URL path\nfunction extractUrlBase(url) {\n\n return url.substring(0, url.lastIndexOf('/') + 1);\n\n}\n\n// applies a rotation to a Babylon.js node in URDF order\nfunction applyRotation(obj, rpy, additive = false) {\n\n // if additive is true the rotation is applied in\n // addition to the existing rotation\n if (!additive) {\n\n obj.rotationQuaternion = new Quaternion();\n\n }\n\n // URDF uses ZYX Euler order (intrinsic)\n // ZYX intrinsic = Qz * Qy * Qx\n const qx = Quaternion.RotationAxis(new Vector3(1, 0, 0), rpy[0]);\n const qy = Quaternion.RotationAxis(new Vector3(0, 1, 0), rpy[1]);\n const qz = Quaternion.RotationAxis(new Vector3(0, 0, 1), rpy[2]);\n const rpyQuat = qz.multiply(qy).multiply(qx);\n\n rpyQuat.multiplyToRef(obj.rotationQuaternion, tempQuaternion);\n obj.rotationQuaternion.copyFrom(tempQuaternion);\n\n}\n\n/* URDFLoader Class */\n// Loads and reads a URDF file into a Babylon.js TransformNode format\nexport default\nclass URDFLoader {\n\n constructor(scene) {\n\n this.scene = scene || null;\n this.manager = new LoadTracker();\n this.loadMeshCb = this.defaultMeshLoader.bind(this);\n this.parseVisual = true;\n this.parseCollision = false;\n this.packages = '';\n this.workingPath = '';\n this.fetchOptions = {};\n\n }\n\n /* Public API */\n loadAsync(urdf) {\n\n return new Promise((resolve, reject) => {\n\n this.load(urdf, resolve, null, reject);\n\n });\n\n }\n\n // urdf: The path to the URDF within the package OR absolute\n // onComplete: Callback that is passed the model once loaded\n load(urdf, onComplete, onProgress, onError) {\n\n const manager = this.manager;\n const workingPath = extractUrlBase(urdf);\n const urdfPath = urdf;\n\n manager.itemStart();\n\n fetch(urdfPath, this.fetchOptions)\n .then(res => {\n\n if (res.ok) {\n\n if (onProgress) {\n\n onProgress(null);\n\n }\n return res.text();\n\n } else {\n\n throw new Error(`URDFLoader: Failed to load url '${ urdfPath }' with error code ${ res.status } : ${ res.statusText }.`);\n\n }\n\n })\n .then(data => {\n\n const model = this.parse(data, this.workingPath || workingPath);\n onComplete(model);\n manager.itemEnd();\n\n })\n .catch(e => {\n\n if (onError) {\n\n onError(e);\n\n } else {\n\n console.error('URDFLoader: Error loading file.', e);\n\n }\n manager.itemError(urdfPath);\n manager.itemEnd();\n\n });\n\n }\n\n parse(content, workingPath = this.workingPath) {\n\n const scene = this.scene;\n const packages = this.packages;\n const loadMeshCb = this.loadMeshCb;\n const parseVisual = this.parseVisual;\n const parseCollision = this.parseCollision;\n const linkMap = {};\n const jointMap = {};\n const materialMap = {};\n\n // Resolves the path of mesh files\n function resolvePath(path) {\n\n if (!/^package:\\/\\//.test(path)) {\n\n return workingPath ? workingPath + path : path;\n\n }\n\n // Remove \"package://\" keyword and split meshPath at the first slash\n const [targetPkg, relPath] = path.replace(/^package:\\/\\//, '').split(/\\/(.+)/);\n\n if (typeof packages === 'string') {\n\n // \"pkg\" is one single package\n if (packages.endsWith(targetPkg)) {\n\n // \"pkg\" is the target package\n return packages + '/' + relPath;\n\n } else {\n\n // Assume \"pkg\" is the target package's parent directory\n return packages + '/' + targetPkg + '/' + relPath;\n\n }\n\n } else if (packages instanceof Function) {\n\n return packages(targetPkg) + '/' + relPath;\n\n } else if (typeof packages === 'object') {\n\n // \"pkg\" is a map of packages\n if (targetPkg in packages) {\n\n return packages[targetPkg] + '/' + relPath;\n\n } else {\n\n console.error(`URDFLoader : ${ targetPkg } not found in provided package list.`);\n return null;\n\n }\n\n }\n\n }\n\n // Process the URDF text format\n function processUrdf(data) {\n\n let children;\n if (data instanceof Document) {\n\n children = [ ...data.children ];\n\n } else if (data instanceof Element) {\n\n children = [ data ];\n\n } else {\n\n const parser = new DOMParser();\n const urdf = parser.parseFromString(data, 'text/xml');\n children = [ ...urdf.children ];\n\n }\n\n const robotNode = children.filter(c => c.nodeName === 'robot').pop();\n return processRobot(robotNode);\n\n }\n\n // Process the <robot> node\n function processRobot(robot) {\n\n const robotNodes = [ ...robot.children ];\n const links = robotNodes.filter(c => c.nodeName.toLowerCase() === 'link');\n const joints = robotNodes.filter(c => c.nodeName.toLowerCase() === 'joint');\n const materials = robotNodes.filter(c => c.nodeName.toLowerCase() === 'material');\n const obj = new URDFRobot('', scene);\n\n obj.robotName = robot.getAttribute('name');\n obj.urdfRobotNode = robot;\n\n // Create the <material> map\n materials.forEach(m => {\n\n const name = m.getAttribute('name');\n materialMap[name] = processMaterial(m);\n\n });\n\n // Create the <link> map\n const visualMap = {};\n const colliderMap = {};\n links.forEach(l => {\n\n const name = l.getAttribute('name');\n const isRoot = robot.querySelector(`child[link=\"${ name }\"]`) === null;\n linkMap[name] = processLink(l, visualMap, colliderMap, isRoot ? obj : null);\n\n });\n\n // Create the <joint> map\n joints.forEach(j => {\n\n const name = j.getAttribute('name');\n jointMap[name] = processJoint(j);\n\n });\n\n obj.joints = jointMap;\n obj.links = linkMap;\n obj.colliders = colliderMap;\n obj.visual = visualMap;\n\n // Link up mimic joints\n const jointList = Object.values(jointMap);\n jointList.forEach(j => {\n\n if (j instanceof URDFMimicJoint) {\n\n jointMap[j.mimicJoint].mimicJoints.push(j);\n\n }\n\n });\n\n // Detect infinite loops of mimic joints\n jointList.forEach(j => {\n\n const uniqueJoints = new Set();\n const iterFunction = joint => {\n\n if (uniqueJoints.has(joint)) {\n\n throw new Error('URDFLoader: Detected an infinite loop of mimic joints.');\n\n }\n\n uniqueJoints.add(joint);\n joint.mimicJoints.forEach(j => {\n\n iterFunction(j);\n\n });\n\n };\n\n iterFunction(j);\n });\n\n obj.frames = {\n ...colliderMap,\n ...visualMap,\n ...linkMap,\n ...jointMap,\n };\n\n return obj;\n\n }\n\n // Process joint nodes and parent them\n function processJoint(joint) {\n\n const children = [ ...joint.children ];\n const jointType = joint.getAttribute('type');\n\n let obj;\n\n const mimicTag = children.find(n => n.nodeName.toLowerCase() === 'mimic');\n if (mimicTag) {\n\n obj = new URDFMimicJoint('', scene);\n obj.mimicJoint = mimicTag.getAttribute('joint');\n obj.multiplier = parseFloat(mimicTag.getAttribute('multiplier') || 1.0);\n obj.offset = parseFloat(mimicTag.getAttribute('offset') || 0.0);\n\n } else {\n\n obj = new URDFJoint('', scene);\n\n }\n\n obj.urdfNode = joint;\n obj.name = joint.getAttribute('name');\n obj.urdfName = obj.name;\n obj.jointType = jointType;\n\n let parent = null;\n let child = null;\n let xyz = [0, 0, 0];\n let rpy = [0, 0, 0];\n\n // Extract the attributes\n children.forEach(n => {\n\n const type = n.nodeName.toLowerCase();\n if (type === 'origin') {\n\n xyz = processTuple(n.getAttribute('xyz'));\n rpy = processTuple(n.getAttribute('rpy'));\n\n } else if (type === 'child') {\n\n child = linkMap[n.getAttribute('link')];\n\n } else if (type === 'parent') {\n\n parent = linkMap[n.getAttribute('link')];\n\n } else if (type === 'limit') {\n\n obj.limit.lower = parseFloat(n.getAttribute('lower') || obj.limit.lower);\n obj.limit.upper = parseFloat(n.getAttribute('upper') || obj.limit.upper);\n\n }\n });\n\n // Join the links - Babylon.js uses child.parent = parentNode\n obj.parent = parent;\n child.parent = obj;\n applyRotation(obj, rpy);\n obj.position.set(xyz[0], xyz[1], xyz[2]);\n\n // Set up the rotate function\n const axisNode = children.filter(n => n.nodeName.toLowerCase() === 'axis')[0];\n\n if (axisNode) {\n\n const axisXYZ = axisNode.getAttribute('xyz').split(/\\s+/g).map(num => parseFloat(num));\n obj.axis = new Vector3(axisXYZ[0], axisXYZ[1], axisXYZ[2]);\n obj.axis.normalize();\n\n }\n\n return obj;\n\n }\n\n // Process the <link> nodes\n function processLink(link, visualMap, colliderMap, target = null) {\n\n if (target === null) {\n\n target = new URDFLink('', scene);\n\n }\n\n const children = [ ...link.children ];\n target.name = link.getAttribute('name');\n target.urdfName = target.name;\n target.urdfNode = link;\n\n if (parseVisual) {\n\n const visualNodes = children.filter(n => n.nodeName.toLowerCase() === 'visual');\n visualNodes.forEach(vn => {\n\n const v = processLinkElement(vn, materialMap);\n v.parent = target;\n\n if (vn.hasAttribute('name')) {\n\n const name = vn.getAttribute('name');\n v.name = name;\n v.urdfName = name;\n visualMap[name] = v;\n\n }\n\n });\n\n }\n\n if (parseCollision) {\n\n const collisionNodes = children.filter(n => n.nodeName.toLowerCase() === 'collision');\n collisionNodes.forEach(cn => {\n\n const c = processLinkElement(cn);\n c.parent = target;\n\n if (cn.hasAttribute('name')) {\n\n const name = cn.getAttribute('name');\n c.name = name;\n c.urdfName = name;\n colliderMap[name] = c;\n\n }\n\n });\n\n }\n\n return target;\n\n }\n\n function processMaterial(node) {\n\n const matNodes = [ ...node.children ];\n const material = new StandardMaterial(node.getAttribute('name') || '', scene);\n\n material.name = node.getAttribute('name') || '';\n matNodes.forEach(n => {\n\n const type = n.nodeName.toLowerCase();\n if (type === 'color') {\n\n const rgba =\n n\n .getAttribute('rgba')\n .split(/\\s/g)\n .map(v => parseFloat(v));\n\n material.diffuseColor = new Color3(rgba[0], rgba[1], rgba[2]);\n material.alpha = rgba[3];\n if (rgba[3] < 1) {\n\n material.transparencyMode = Material.MATERIAL_ALPHABLEND;\n material.disableDepthWrite = true;\n\n }\n\n } else if (type === 'texture') {\n\n // The URDF spec does not require that the <texture/> tag include\n // a filename attribute so skip loading the texture if not provided.\n const filename = n.getAttribute('filename');\n if (filename) {\n\n const filePath = resolvePath(filename);\n material.diffuseTexture = new Texture(filePath, scene);\n\n }\n\n }\n });\n\n return material;\n\n }\n\n // Process the visual and collision nodes into meshes\n function processLinkElement(vn, materialMap = {}) {\n\n const isCollisionNode = vn.nodeName.toLowerCase() === 'collision';\n const children = [ ...vn.children ];\n let material = null;\n\n // get the material first\n const materialNode = children.filter(n => n.nodeName.toLowerCase() === 'material')[0];\n if (materialNode) {\n\n const name = materialNode.getAttribute('name');\n if (name && name in materialMap) {\n\n material = materialMap[name];\n\n } else {\n\n material = processMaterial(materialNode);\n\n }\n\n } else {\n\n material = new StandardMaterial('', scene);\n\n }\n\n const group = isCollisionNode ? new URDFCollider('', scene) : 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{"version":3,"file":"URDFLoader.js","sources":["../src/URDFClasses.js","../src/URDFLoader.js"],"sourcesContent":["import { TransformNode, Vector3, Quaternion, Matrix } from '@babylonjs/core';\n\nconst _tempAxis = new Vector3();\nconst _tempQuat = new Quaternion();\nconst _tempQuat2 = new Quaternion();\nconst _tempScale = new Vector3(1.0, 1.0, 1.0);\nconst _tempPosition = new Vector3();\nconst _tempMatrix = new Matrix();\nconst _tempOrigMatrix = new Matrix();\n\nclass URDFBase extends TransformNode {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.rotationQuaternion = new Quaternion();\n this.urdfNode = null;\n this.urdfName = '';\n\n }\n\n // Depth-first traverse matching Three.js behavior\n traverse(callback) {\n\n callback(this);\n for (const child of this.getChildren()) {\n\n if (child.traverse) {\n\n child.traverse(callback);\n\n } else {\n\n callback(child);\n\n }\n\n }\n\n }\n\n copy(source, recursive) {\n\n this.urdfNode = source.urdfNode;\n this.urdfName = source.urdfName;\n\n this.name = source.name;\n this.position.copyFrom(source.position);\n if (source.rotationQuaternion) {\n\n if (!this.rotationQuaternion) {\n\n this.rotationQuaternion = new Quaternion();\n\n }\n this.rotationQuaternion.copyFrom(source.rotationQuaternion);\n\n }\n this.scaling.copyFrom(source.scaling);\n\n if (recursive) {\n\n const children = source.getChildren();\n for (const child of children) {\n\n let clonedChild;\n if (child._clone && child instanceof URDFBase) {\n\n clonedChild = child._clone();\n\n } else if (child.clone) {\n\n // For non-URDF nodes (e.g., Babylon.js Mesh), use native clone\n clonedChild = child.clone(child.name);\n\n }\n if (clonedChild) {\n\n clonedChild.parent = this;\n\n }\n\n }\n\n }\n\n return this;\n\n }\n\n clone(name, newParent) {\n\n const cloned = this._clone();\n if (newParent) {\n\n cloned.parent = newParent;\n\n }\n return cloned;\n\n }\n\n _clone() {\n\n const cloned = new this.constructor(this.name, this.getScene());\n cloned.copy(this, true);\n return cloned;\n\n }\n\n}\n\nclass URDFCollider extends URDFBase {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.isURDFCollider = true;\n this.type = 'URDFCollider';\n\n }\n\n}\n\nclass URDFVisual extends URDFBase {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.isURDFVisual = true;\n this.type = 'URDFVisual';\n\n }\n\n}\n\nclass URDFLink extends URDFBase {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.isURDFLink = true;\n this.type = 'URDFLink';\n\n }\n\n}\n\nclass URDFJoint extends URDFBase {\n\n get jointType() {\n\n return this._jointType;\n\n }\n\n set jointType(v) {\n\n if (this.jointType === v) return;\n this._jointType = v;\n switch (v) {\n\n case 'fixed':\n this.jointValue = [];\n break;\n\n case 'continuous':\n case 'revolute':\n case 'prismatic':\n this.jointValue = new Array(1).fill(0);\n break;\n\n case 'planar':\n // Planar joints are, 3dof: position XY and rotation Z.\n this.jointValue = new Array(3).fill(0);\n this.axis = new Vector3(0, 0, 1);\n break;\n\n case 'floating':\n this.jointValue = new Array(6).fill(0);\n break;\n\n }\n\n }\n\n get angle() {\n\n return this.jointValue[0];\n\n }\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n\n this.isURDFJoint = true;\n this.type = 'URDFJoint';\n\n this.jointValue = null;\n this.jointType = 'fixed';\n this.axis = new Vector3(1, 0, 0);\n this.limit = { lower: 0, upper: 0 };\n this.ignoreLimits = false;\n\n this.origPosition = null;\n this.origQuaternion = null;\n\n this.mimicJoints = [];\n\n }\n\n /* Overrides */\n copy(source, recursive) {\n\n super.copy(source, recursive);\n\n this.jointType = source.jointType;\n this.axis = source.axis.clone();\n this.limit.lower = source.limit.lower;\n this.limit.upper = source.limit.upper;\n this.ignoreLimits = false;\n\n this.jointValue = [...source.jointValue];\n\n this.origPosition = source.origPosition ? source.origPosition.clone() : null;\n this.origQuaternion = source.origQuaternion ? source.origQuaternion.clone() : null;\n\n this.mimicJoints = [...source.mimicJoints];\n\n return this;\n\n }\n\n /* Public Functions */\n /**\n * @param {...number|null} values The joint value components to set, optionally null for no-op\n * @returns {boolean} Whether the invocation of this function resulted in an actual change to the joint value\n */\n setJointValue(...values) {\n\n // Parse all incoming values into numbers except null, which we treat as a no-op for that value component.\n values = values.map(v => v === null ? null : parseFloat(v));\n\n if (!this.origPosition || !this.origQuaternion) {\n\n this.origPosition = this.position.clone();\n this.origQuaternion = this.rotationQuaternion.clone();\n\n }\n\n let didUpdate = false;\n\n this.mimicJoints.forEach(joint => {\n\n didUpdate = joint.updateFromMimickedJoint(...values) || didUpdate;\n\n });\n\n switch (this.jointType) {\n\n case 'fixed': {\n\n return didUpdate;\n\n }\n case 'continuous':\n case 'revolute': {\n\n let angle = values[0];\n if (angle == null) return didUpdate;\n if (angle === this.jointValue[0]) return didUpdate;\n\n if (!this.ignoreLimits && this.jointType === 'revolute') {\n\n angle = Math.min(this.limit.upper, angle);\n angle = Math.max(this.limit.lower, angle);\n\n }\n\n // Three.js: this.quaternion.setFromAxisAngle(this.axis, angle).premultiply(this.origQuaternion);\n // premultiply(q) means result = q * this\n // So: result = origQuaternion * RotationAxis(axis, angle)\n const rotQuat = Quaternion.RotationAxis(this.axis, angle);\n this.origQuaternion.multiplyToRef(rotQuat, this.rotationQuaternion);\n\n if (this.jointValue[0] !== angle) {\n\n this.jointValue[0] = angle;\n this.computeWorldMatrix(true);\n return true;\n\n } else {\n\n return didUpdate;\n\n }\n\n }\n\n case 'prismatic': {\n\n let pos = values[0];\n if (pos == null) return didUpdate;\n if (pos === this.jointValue[0]) return didUpdate;\n\n if (!this.ignoreLimits) {\n\n pos = Math.min(this.limit.upper, pos);\n pos = Math.max(this.limit.lower, pos);\n\n }\n\n this.position.copyFrom(this.origPosition);\n // Rotate axis by the original rotation quaternion\n const rotMatrix = new Matrix();\n Matrix.FromQuaternionToRef(this.origQuaternion, rotMatrix);\n Vector3.TransformNormalToRef(this.axis, rotMatrix, _tempAxis);\n this.position.addInPlace(_tempAxis.scale(pos));\n\n if (this.jointValue[0] !== pos) {\n\n this.jointValue[0] = pos;\n this.computeWorldMatrix(true);\n return true;\n\n } else {\n\n return didUpdate;\n\n }\n\n }\n\n case 'floating': {\n\n // no-op if all values are identical to existing value or are null\n if (this.jointValue.every((value, index) => values[index] === value || values[index] === null)) return didUpdate;\n // Floating joints have six degrees of freedom: X, Y, Z, R, P, Y.\n this.jointValue[0] = values[0] !== null ? values[0] : this.jointValue[0];\n this.jointValue[1] = values[1] !== null ? values[1] : this.jointValue[1];\n this.jointValue[2] = values[2] !== null ? values[2] : this.jointValue[2];\n this.jointValue[3] = values[3] !== null ? values[3] : this.jointValue[3];\n this.jointValue[4] = values[4] !== null ? values[4] : this.jointValue[4];\n this.jointValue[5] = values[5] !== null ? values[5] : this.jointValue[5];\n\n // Compose transform of joint origin and transform due to joint values\n // Three.js: Matrix4.compose(pos, quat, scale) -> Babylon: Matrix.Compose(scale, quat, pos)\n Matrix.ComposeToRef(_tempScale, this.origQuaternion, this.origPosition, _tempOrigMatrix);\n\n // Three.js Euler('XYZ') -> compose quaternion from axis rotations\n // XYZ intrinsic = Qz * Qy * Qx\n const qx = Quaternion.RotationAxis(new Vector3(1, 0, 0), this.jointValue[3]);\n const qy = Quaternion.RotationAxis(new Vector3(0, 1, 0), this.jointValue[4]);\n const qz = Quaternion.RotationAxis(new Vector3(0, 0, 1), this.jointValue[5]);\n // XYZ order: apply X first, then Y, then Z -> qz * qy * qx\n qz.multiplyToRef(qy, _tempQuat);\n _tempQuat.multiplyToRef(qx, _tempQuat2);\n\n _tempPosition.set(this.jointValue[0], this.jointValue[1], this.jointValue[2]);\n Matrix.ComposeToRef(_tempScale, _tempQuat2, _tempPosition, _tempMatrix);\n\n // Three.js: _tempOrigTransform.premultiply(_tempTransform) means _tempTransform * _tempOrigTransform\n _tempMatrix.multiplyToRef(_tempOrigMatrix, _tempOrigMatrix);\n\n // Decompose: Babylon decompose(scale, rotation, translation)\n _tempOrigMatrix.decompose(_tempScale, _tempQuat, _tempPosition);\n this.position.copyFrom(_tempPosition);\n this.rotationQuaternion.copyFrom(_tempQuat);\n\n // Reset temp scale\n _tempScale.set(1, 1, 1);\n\n this.computeWorldMatrix(true);\n return true;\n }\n\n case 'planar': {\n\n // no-op if all values are identical to existing value or are null\n if (this.jointValue.every((value, index) => values[index] === value || values[index] === null)) return didUpdate;\n\n this.jointValue[0] = values[0] !== null ? values[0] : this.jointValue[0];\n this.jointValue[1] = values[1] !== null ? values[1] : this.jointValue[1];\n this.jointValue[2] = values[2] !== null ? values[2] : this.jointValue[2];\n\n // Compose transform of joint origin and transform due to joint values\n Matrix.ComposeToRef(_tempScale, this.origQuaternion, this.origPosition, _tempOrigMatrix);\n const axisQuat = Quaternion.RotationAxis(this.axis, this.jointValue[2]);\n _tempPosition.set(this.jointValue[0], this.jointValue[1], 0.0);\n Matrix.ComposeToRef(_tempScale, axisQuat, _tempPosition, _tempMatrix);\n\n // Calculate new transform: premultiply means _tempTransform * _tempOrigTransform\n _tempMatrix.multiplyToRef(_tempOrigMatrix, _tempOrigMatrix);\n\n _tempOrigMatrix.decompose(_tempScale, _tempQuat, _tempPosition);\n this.position.copyFrom(_tempPosition);\n this.rotationQuaternion.copyFrom(_tempQuat);\n\n // Reset temp scale\n _tempScale.set(1, 1, 1);\n\n this.computeWorldMatrix(true);\n return true;\n }\n\n }\n\n return didUpdate;\n\n }\n\n}\n\nclass URDFMimicJoint extends URDFJoint {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.type = 'URDFMimicJoint';\n this.mimicJoint = null;\n this.offset = 0;\n this.multiplier = 1;\n\n }\n\n updateFromMimickedJoint(...values) {\n\n const modifiedValues = values.map(x => x * this.multiplier + this.offset);\n return super.setJointValue(...modifiedValues);\n\n }\n\n /* Overrides */\n copy(source, recursive) {\n\n super.copy(source, recursive);\n\n this.mimicJoint = source.mimicJoint;\n this.offset = source.offset;\n this.multiplier = source.multiplier;\n\n return this;\n\n }\n\n}\n\nclass URDFRobot extends URDFLink {\n\n constructor(name = '', scene = null) {\n\n super(name, scene);\n this.isURDFRobot = true;\n this.urdfNode = null;\n\n this.urdfRobotNode = null;\n this.robotName = null;\n\n this.links = null;\n this.joints = null;\n this.colliders = null;\n this.visual = null;\n this.frames = null;\n\n }\n\n copy(source, recursive) {\n\n super.copy(source, recursive);\n\n this.urdfRobotNode = source.urdfRobotNode;\n this.robotName = source.robotName;\n\n this.links = {};\n this.joints = {};\n this.colliders = {};\n this.visual = {};\n\n this.traverse(c => {\n\n if (c.isURDFJoint && c.urdfName in source.joints) {\n\n this.joints[c.urdfName] = c;\n\n }\n\n if (c.isURDFLink && c.urdfName in source.links) {\n\n this.links[c.urdfName] = c;\n\n }\n\n if (c.isURDFCollider && c.urdfName in source.colliders) {\n\n this.colliders[c.urdfName] = c;\n\n }\n\n if (c.isURDFVisual && c.urdfName in source.visual) {\n\n this.visual[c.urdfName] = c;\n\n }\n\n });\n\n // Repair mimic joint references once we've re-accumulated all our joint data\n for (const joint in this.joints) {\n this.joints[joint].mimicJoints = this.joints[joint].mimicJoints.map((mimicJoint) => this.joints[mimicJoint.name]);\n }\n\n this.frames = {\n ...this.colliders,\n ...this.visual,\n ...this.links,\n ...this.joints,\n };\n\n return this;\n\n }\n\n getFrame(name) {\n\n return this.frames[name];\n\n }\n\n setJointValue(jointName, ...angle) {\n\n const joint = this.joints[jointName];\n if (joint) {\n\n return joint.setJointValue(...angle);\n\n }\n\n return false;\n }\n\n setJointValues(values) {\n\n let didChange = false;\n for (const name in values) {\n\n const value = values[name];\n if (Array.isArray(value)) {\n\n didChange = this.setJointValue(name, ...value) || didChange;\n\n } else {\n\n didChange = this.setJointValue(name, value) || didChange;\n\n }\n\n }\n\n return didChange;\n\n }\n\n}\n\nexport { URDFRobot, URDFLink, URDFJoint, URDFMimicJoint, URDFVisual, URDFCollider };\n","import { StandardMaterial, Color3, Texture, MeshBuilder, Mesh, Vector3, Quaternion, Material, SceneLoader } from '@babylonjs/core';\nimport { STLFileLoader } from '@babylonjs/loaders/STL/stlFileLoader.js';\nimport '@babylonjs/loaders/glTF';\n\n// Prevent Y/Z axis swap — URDF coordinates should be used as-is in a right-handed scene\nSTLFileLoader.DO_NOT_ALTER_FILE_COORDINATES = true;\nimport { URDFRobot, URDFJoint, URDFLink, URDFCollider, URDFVisual, URDFMimicJoint } from './URDFClasses.js';\n\n/*\nReference coordinate frames for Babylon.js and ROS.\nBabylon.js is LEFT-handed, ROS/URDF is RIGHT-handed.\nTo handle this, apply scaling (1, 1, -1) on the robot root node\n(handled in the viewer component).\n\nBabylon.js\n Y\n |\n |\n .-----X\n \\\n Z (into screen, left-handed)\n\nROS URDF\n Z\n | X\n | /\n Y-----.\n\n*/\n\nconst tempQuaternion = new Quaternion();\n\n// Simple load tracker replacing THREE.LoadingManager\nclass LoadTracker {\n\n constructor() {\n\n this._pending = 0;\n this.onLoad = null;\n\n }\n\n itemStart() {\n\n this._pending++;\n\n }\n\n itemEnd() {\n\n this._pending--;\n if (this._pending === 0 && this.onLoad) {\n\n this.onLoad();\n\n }\n\n }\n\n itemError(url) {\n\n console.error(`URDFLoader: Failed to load: ${ url }`);\n\n }\n\n}\n\n// take a vector \"x y z\" and process it into\n// an array [x, y, z]\nfunction processTuple(val) {\n\n if (!val) return [0, 0, 0];\n return val.trim().split(/\\s+/g).map(num => parseFloat(num));\n\n}\n\n// Extract the base URL from a full URL path\nfunction extractUrlBase(url) {\n\n return url.substring(0, url.lastIndexOf('/') + 1);\n\n}\n\n// applies a rotation to a Babylon.js node in URDF order\nfunction applyRotation(obj, rpy, additive = false) {\n\n // if additive is true the rotation is applied in\n // addition to the existing rotation\n if (!additive) {\n\n obj.rotationQuaternion = new Quaternion();\n\n }\n\n // URDF uses ZYX Euler order (intrinsic)\n // ZYX intrinsic = Qz * Qy * Qx\n const qx = Quaternion.RotationAxis(new Vector3(1, 0, 0), rpy[0]);\n const qy = Quaternion.RotationAxis(new Vector3(0, 1, 0), rpy[1]);\n const qz = Quaternion.RotationAxis(new Vector3(0, 0, 1), rpy[2]);\n const rpyQuat = qz.multiply(qy).multiply(qx);\n\n rpyQuat.multiplyToRef(obj.rotationQuaternion, tempQuaternion);\n obj.rotationQuaternion.copyFrom(tempQuaternion);\n\n}\n\n/* URDFLoader Class */\n// Loads and reads a URDF file into a Babylon.js TransformNode format\nexport default\nclass URDFLoader {\n\n constructor(scene) {\n\n this.scene = scene || null;\n this.manager = new LoadTracker();\n this.loadMeshCb = this.defaultMeshLoader.bind(this);\n this.parseVisual = true;\n this.parseCollision = false;\n this.packages = '';\n this.workingPath = '';\n this.fetchOptions = {};\n // Optional hook: (mesh, originalMaterial) => void. Called once per\n // mesh produced by defaultMeshLoader, after the mesh exists and its\n // original material is assigned (StandardMaterial for STL; the glTF\n // loader's material for GLB/GLTF). Consumers can inspect the source\n // material (e.g. baseColor) and swap mesh.material in place.\n this.onMeshLoaded = null;\n\n }\n\n /* Public API */\n loadAsync(urdf) {\n\n return new Promise((resolve, reject) => {\n\n this.load(urdf, resolve, null, reject);\n\n });\n\n }\n\n // urdf: The path to the URDF within the package OR absolute\n // onComplete: Callback that is passed the model once loaded\n load(urdf, onComplete, onProgress, onError) {\n\n const manager = this.manager;\n const workingPath = extractUrlBase(urdf);\n const urdfPath = urdf;\n\n manager.itemStart();\n\n fetch(urdfPath, this.fetchOptions)\n .then(res => {\n\n if (res.ok) {\n\n if (onProgress) {\n\n onProgress(null);\n\n }\n return res.text();\n\n } else {\n\n throw new Error(`URDFLoader: Failed to load url '${ urdfPath }' with error code ${ res.status } : ${ res.statusText }.`);\n\n }\n\n })\n .then(data => {\n\n const model = this.parse(data, this.workingPath || workingPath);\n // Defer onComplete until every mesh load tracked by the\n // LoadTracker has also finished. parse() kicks off async\n // loadMeshCb calls that increment pending; onLoad fires when\n // pending returns to zero after our own itemEnd below.\n manager.onLoad = () => { onComplete(model); };\n manager.itemEnd();\n\n })\n .catch(e => {\n\n if (onError) {\n\n onError(e);\n\n } else {\n\n console.error('URDFLoader: Error loading file.', e);\n\n }\n manager.itemError(urdfPath);\n manager.itemEnd();\n\n });\n\n }\n\n parse(content, workingPath = this.workingPath) {\n\n const scene = this.scene;\n const manager = this.manager;\n const packages = this.packages;\n const loadMeshCb = this.loadMeshCb;\n const onMeshLoaded = this.onMeshLoaded;\n const parseVisual = this.parseVisual;\n const parseCollision = this.parseCollision;\n const linkMap = {};\n const jointMap = {};\n const materialMap = {};\n\n // Resolves the path of mesh files\n function resolvePath(path) {\n\n if (!/^package:\\/\\//.test(path)) {\n\n return workingPath ? workingPath + path : path;\n\n }\n\n // Remove \"package://\" keyword and split meshPath at the first slash\n const [targetPkg, relPath] = path.replace(/^package:\\/\\//, '').split(/\\/(.+)/);\n\n if (typeof packages === 'string') {\n\n // \"pkg\" is one single package\n if (packages.endsWith(targetPkg)) {\n\n // \"pkg\" is the target package\n return packages + '/' + relPath;\n\n } else {\n\n // Assume \"pkg\" is the target package's parent directory\n return packages + '/' + targetPkg + '/' + relPath;\n\n }\n\n } else if (packages instanceof Function) {\n\n return packages(targetPkg) + '/' + relPath;\n\n } else if (typeof packages === 'object') {\n\n // \"pkg\" is a map of packages\n if (targetPkg in packages) {\n\n return packages[targetPkg] + '/' + relPath;\n\n } else {\n\n console.error(`URDFLoader : ${ targetPkg } not found in provided package list.`);\n return null;\n\n }\n\n }\n\n }\n\n // Process the URDF text format\n function processUrdf(data) {\n\n let children;\n if (data instanceof Document) {\n\n children = [ ...data.children ];\n\n } else if (data instanceof Element) {\n\n children = [ data ];\n\n } else {\n\n const parser = new DOMParser();\n const urdf = parser.parseFromString(data, 'text/xml');\n children = [ ...urdf.children ];\n\n }\n\n const robotNode = children.filter(c => c.nodeName === 'robot').pop();\n return processRobot(robotNode);\n\n }\n\n // Process the <robot> node\n function processRobot(robot) {\n\n const robotNodes = [ ...robot.children ];\n const links = robotNodes.filter(c => c.nodeName.toLowerCase() === 'link');\n const joints = robotNodes.filter(c => c.nodeName.toLowerCase() === 'joint');\n const materials = robotNodes.filter(c => c.nodeName.toLowerCase() === 'material');\n const obj = new URDFRobot('', scene);\n\n obj.robotName = robot.getAttribute('name');\n obj.urdfRobotNode = robot;\n\n // Create the <material> map\n materials.forEach(m => {\n\n const name = m.getAttribute('name');\n materialMap[name] = processMaterial(m);\n\n });\n\n // Create the <link> map\n const visualMap = {};\n const colliderMap = {};\n links.forEach(l => {\n\n const name = l.getAttribute('name');\n const isRoot = robot.querySelector(`child[link=\"${ name }\"]`) === null;\n linkMap[name] = processLink(l, visualMap, colliderMap, isRoot ? obj : null);\n\n });\n\n // Create the <joint> map\n joints.forEach(j => {\n\n const name = j.getAttribute('name');\n jointMap[name] = processJoint(j);\n\n });\n\n obj.joints = jointMap;\n obj.links = linkMap;\n obj.colliders = colliderMap;\n obj.visual = visualMap;\n\n // Link up mimic joints\n const jointList = Object.values(jointMap);\n jointList.forEach(j => {\n\n if (j instanceof URDFMimicJoint) {\n\n jointMap[j.mimicJoint].mimicJoints.push(j);\n\n }\n\n });\n\n // Detect infinite loops of mimic joints\n jointList.forEach(j => {\n\n const uniqueJoints = new Set();\n const iterFunction = joint => {\n\n if (uniqueJoints.has(joint)) {\n\n throw new Error('URDFLoader: Detected an infinite loop of mimic joints.');\n\n }\n\n uniqueJoints.add(joint);\n joint.mimicJoints.forEach(j => {\n\n iterFunction(j);\n\n });\n\n };\n\n iterFunction(j);\n });\n\n obj.frames = {\n ...colliderMap,\n ...visualMap,\n ...linkMap,\n ...jointMap,\n };\n\n return obj;\n\n }\n\n // Process joint nodes and parent them\n function processJoint(joint) {\n\n const children = [ ...joint.children ];\n const jointType = joint.getAttribute('type');\n\n let obj;\n\n const mimicTag = children.find(n => n.nodeName.toLowerCase() === 'mimic');\n if (mimicTag) {\n\n obj = new URDFMimicJoint('', scene);\n obj.mimicJoint = mimicTag.getAttribute('joint');\n obj.multiplier = parseFloat(mimicTag.getAttribute('multiplier') || 1.0);\n obj.offset = parseFloat(mimicTag.getAttribute('offset') || 0.0);\n\n } else {\n\n obj = new URDFJoint('', scene);\n\n }\n\n obj.urdfNode = joint;\n obj.name = joint.getAttribute('name');\n obj.urdfName = obj.name;\n obj.jointType = jointType;\n\n let parent = null;\n let child = null;\n let xyz = [0, 0, 0];\n let rpy = [0, 0, 0];\n\n // Extract the attributes\n children.forEach(n => {\n\n const type = n.nodeName.toLowerCase();\n if (type === 'origin') {\n\n xyz = processTuple(n.getAttribute('xyz'));\n rpy = processTuple(n.getAttribute('rpy'));\n\n } else if (type === 'child') {\n\n child = linkMap[n.getAttribute('link')];\n\n } else if (type === 'parent') {\n\n parent = linkMap[n.getAttribute('link')];\n\n } else if (type === 'limit') {\n\n obj.limit.lower = parseFloat(n.getAttribute('lower') || obj.limit.lower);\n obj.limit.upper = parseFloat(n.getAttribute('upper') || obj.limit.upper);\n\n }\n });\n\n // Join the links - Babylon.js uses child.parent = parentNode\n obj.parent = parent;\n child.parent = obj;\n applyRotation(obj, rpy);\n obj.position.set(xyz[0], xyz[1], xyz[2]);\n\n // Set up the rotate function\n const axisNode = children.filter(n => n.nodeName.toLowerCase() === 'axis')[0];\n\n if (axisNode) {\n\n const axisXYZ = 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