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@vitavision/three

v0.2.0

Published

Framework-agnostic three.js building blocks for robot-cell scenes: CV/GL conventions, frame-tree runtime, robots, frusta, laser fans, targets, light gizmos. No React.

Readme

@vitavision/three

Framework-agnostic three.js building blocks for robot-cell scenes: the frame and pose conventions, a runtime that plays baked scenarios, robot visuals, and gizmos for cameras, lasers, targets, and lights. No React; see @vitavision/three-react for the R3F layer.

bun add @vitavision/three [email protected]

three is a peer (^0.186.0): three breaks on minor releases, so the app owns the one copy.

import { FrameTreeRuntime, CameraFrustum, imageBorderPixels } from "@vitavision/three";

const runtime = new FrameTreeRuntime(baked); // a baked scenario
scene.add(runtime.root);
runtime.frame("cam_left")!.add(new CameraFrustum({ borderRays, depth: 0.12, color }));
runtime.apply(k); // per animation frame: poses only, no kinematics

No kinematics and no camera math here. Poses arrive baked, and a camera's field of view arrives as back-projected border rays from the host, e.g. your camera model's back-projection of imageBorderPixels(w, h) — so distortion shows and nothing re-implements a camera model.

| Module | What | |---|---| | conventions | Iso3Wire ({rotation: [qx,qy,qz,qw], translation}), matrixFromIso3, composeIso3, invertIso3, CV_TO_GL (Rx(π)), glCameraMatrix, Z_UP, URDF roll-pitch-yaw | | FrameTreeRuntime | one Object3D per baked frame, apply(k), pose(frame, k), capture markers | | robot | loadRobotVisuals (per-link GLB, failures reported not thrown), attachRobotVisuals, applyRobotMaterial | | primitives | CameraFrustum (with pickPadding: a padded pick hull and a pickable optical centre), LaserFan and TargetBoard (setActive; the board also setOpacity; their outlines never take picks), LightGizmo, Axes | | layers | PHYSICAL_LAYER (0, what a sensor sees) and GIZMO_LAYER (1, viewer-only); every gizmo above except TargetBoard (a physical target a sensor sees) is on GIZMO_LAYER; setLayer | | SensorView | a calibrated camera's image: renders the canonical pinhole (physical layer only), then resamples it through a host-supplied remap LUT (RemapTable, from your camera model), so distortion, skew and Scheimpflug geometry appear with no camera math in the shader | | theme | readSceneColors / observeSceneColors: scene colours from the @vitavision/ui tokens (including canvas), normalised by normalizeColor so three parses modern CSS colours (oklch(), space-separated hsl(), color-mix()) |

A viewport camera and its raycaster must enable GIZMO_LAYER to show and pick gizmos (@vitavision/three-react's SceneCanvas does); a SensorView never does.

Frames: world +Z up, metres; camera frames are OpenCV (+Z forward, +Y down); lasers fan in their x = 0 plane about +Z; targets lie in z = 0 facing +Z; lights emit along +Z.

License

Licensed under either of

at your option.

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in this package by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.