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three-usd-robot

v0.4.0

Published

Kinematic OpenUSD robot loader for Three.js — load Isaac Sim / OpenUSD robot assets, extract joints and links, and control articulations in the browser.

Readme

three-usd-robot

Kinematic OpenUSD robot loader for Three.js. Load Isaac Sim / OpenUSD robot assets, extract joints and links, and control articulations directly in the browser — no physics engine required.

Think of it as a USD version of urdf-loader: it reads the link / joint / xform / mesh structure out of UsdPhysics robot assets and drives forward kinematics on a Three.js Object3D hierarchy.

🚧 Status: v0.3. Loads ASCII .usda, binary .usdc / .usd (crate), and .usdz robots — including multi-file assets via references / payloads / sublayers (resolved across .usda and binary layers, with relationship-path remapping), variant selections, and instanceable prims — drives forward kinematics with meshes, applies flat UsdShade material colors (UsdPreviewSurface / OmniPBR constants) and diffuse textures (UsdUVTexture), normalizes up-axis & units, seeds the initial pose, and plays back time-sampled joint trajectories. The crate reader is a from-scratch TypeScript implementation (no OpenUSD/WASM dependency). Not yet: time samples and variant selection stored inside binary crate.

// .usda / .usdc / binary .usd / .usdz are all auto-detected:
const robot = await new ThreeUsdRobotLoader().loadAsync("/assets/robot.usd");
// or from bytes you already have:
const robot = await new ThreeUsdRobotLoader().parseCrate(usdcBytes);

demo

Install

npm install three-usd-robot three

three is a peer dependency (>=0.160.0).

Usage

import { ThreeUsdRobotLoader } from "three-usd-robot";

const robot = await new ThreeUsdRobotLoader().loadAsync("/assets/arm.usda");
scene.add(robot);

// Drive joints (revolute/continuous in radians, prismatic in stage units).
robot.setJointValues({ joint1: 0.4, joint2: -0.2 });

// Forward kinematics falls out of the Three.js scene graph.
const handMatrix = robot.getLinkWorldMatrix("tool0"); // THREE.Matrix4
const handPos = robot.getLinkWorldPosition("tool0"); // THREE.Vector3

robot.getJointNames(); // controllable joints
robot.getKinematicTree(); // root, ordering, loopJoints, ...

Viewer toggles & helpers

robot.showVisual = true;
robot.showCollision = false;
robot.showJointAxes = true; // built-in axes gizmos on each joint
robot.showLinkFrames = false;

import { addJointLimitHelpers } from "three-usd-robot/helpers";
addJointLimitHelpers(robot); // arc (revolute) / segment (prismatic) per joint

Joint slider panel (lil-gui)

import GUI from "lil-gui";
import { createJointSliderPanel } from "three-usd-robot/extras";

createJointSliderPanel(robot, new GUI()); // one slider per articulated joint

The extras panel takes the GUI instance from you, so the library never bundles lil-gui. See examples/ for runnable Vite demos.

Animation playback

If the asset has time-sampled joint trajectories (joint-state or drive-target time samples), the robot plays them back:

if (robot.hasAnimation()) {
  const { start, end } = robot.getTimeRange()!;
  const fps = robot.getTimeCodesPerSecond();
  // in your render loop, advance a time code and sample:
  robot.setTime(t); // interpolates every animated joint and updates FK
}

Inspect without Three.js

import { parseUsda, Stage, extractRobotDescription } from "three-usd-robot/core";

const desc = extractRobotDescription(Stage.OpenFromString(usdaText));
console.log(desc.rootLink, Object.keys(desc.joints));

Package entry points

| Import | Contents | | --- | --- | | three-usd-robot | Three.js runtime — ThreeUsdRobotLoader, ThreeUsdRobot | | three-usd-robot/core | Three.js-independent USDA parser, robot IR, forward-kinematics math | | three-usd-robot/helpers | Viewer helpers (joint axes, link frames, joint limits) | | three-usd-robot/extras | Heavier convenience utilities (e.g. joint slider panel) |

Development

npm install
npm run typecheck   # tsc --noEmit
npm test            # vitest
npm run build       # tsup -> dist/
npm run check       # biome lint + format (autofix)

License

MIT