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ee12e91 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 | // sim.js - Three.js-based 3D simulation of Reachy Mini.
//
// Renders the robot using its real URDF + STL meshes from the upstream SDK,
// fetched browser-side from raw.githubusercontent.com (CORS allowed).
// Exposes the same surface as the live ReachyMini SDK so block-generated code
// can target either without changes.
//
// IMPORTANT - visual fidelity caveat:
// The Stewart platform's 6 legs are not solved via inverse kinematics in v1.
// Instead, we rotate the head's link transform directly to match the
// commanded RPY. The legs visually stay static while the head tilts. Body
// yaw and antennas are driven via their actual URDF joints, so those parts
// look correct. v2 can layer on real Stewart IK if/when needed.
import * as THREE from 'https://esm.sh/three@0.184.0';
import { OrbitControls } from 'https://esm.sh/three@0.184.0/examples/jsm/controls/OrbitControls.js';
import URDFLoader from 'https://esm.sh/urdf-loader@0.12.7';
// Split hosting strategy:
// * URDF itself (plain XML, not in LFS) → raw.githubusercontent.com
// * STL meshes (Git LFS) → media.githubusercontent.com (resolves LFS)
//
// raw.* serves LFS pointer files (131 bytes of "version https://git-lfs..."),
// which STLLoader parses as binary and reads garbage triangle counts (60GB
// Float32Array allocation failures). media.* returns actual binary blobs and
// has access-control-allow-origin: *.
const URDF_RAW_BASE = 'https://raw.githubusercontent.com/pollen-robotics/reachy_mini/v1.7.1/src/reachy_mini/descriptions/reachy_mini/urdf/';
const URDF_MEDIA_BASE = 'https://media.githubusercontent.com/media/pollen-robotics/reachy_mini/v1.7.1/src/reachy_mini/descriptions/reachy_mini/urdf/';
const URDF_FILE = URDF_RAW_BASE + 'robot_no_collision.urdf';
const deg = d => d * Math.PI / 180;
const rad = r => r * 180 / Math.PI;
const lerp = (a, b, k) => a + (b - a) * k;
export class ReachySim extends EventTarget {
constructor(container) {
super();
this.container = container;
this.ready = false;
this.error = null;
// ---------- Scene ----------
// Light backdrop so dark details (antennas, eye rims, cable) read
// clearly against it. We keep the dark app chrome around the tile;
// only the 3D viewport itself is bright.
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0xF3F4F6);
this.scene.fog = new THREE.Fog(0xF3F4F6, 0.6, 1.4);
// ---------- Camera ----------
this.camera = new THREE.PerspectiveCamera(28, 1, 0.01, 10);
this.camera.position.set(0.42, 0.32, 0.42);
// ---------- Renderer ----------
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: false });
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
this.renderer.outputColorSpace = THREE.SRGBColorSpace;
this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
this.renderer.toneMappingExposure = 1.05;
container.appendChild(this.renderer.domElement);
this.renderer.domElement.style.width = '100%';
this.renderer.domElement.style.height = '100%';
this.renderer.domElement.style.display = 'block';
// ---------- Lights ----------
this.scene.add(new THREE.AmbientLight(0xffffff, 0.35));
const key = new THREE.DirectionalLight(0xffffff, 1.6);
key.position.set(0.45, 0.7, 0.5);
key.castShadow = true;
key.shadow.mapSize.set(1024, 1024);
key.shadow.camera.left = -0.4;
key.shadow.camera.right = 0.4;
key.shadow.camera.top = 0.4;
key.shadow.camera.bottom = -0.4;
key.shadow.camera.near = 0.1;
key.shadow.camera.far = 2.0;
key.shadow.bias = -0.0005;
this.scene.add(key);
const fill = new THREE.DirectionalLight(0xff8855, 0.45);
fill.position.set(-0.5, 0.3, -0.4);
this.scene.add(fill);
const rim = new THREE.DirectionalLight(0x6688ff, 0.25);
rim.position.set(0, 0.5, -0.6);
this.scene.add(rim);
// ---------- Ground ----------
const ground = new THREE.Mesh(
new THREE.CircleGeometry(0.45, 80),
new THREE.MeshStandardMaterial({
color: 0xE5E7EB, // soft gray - gives a hint of a stage
roughness: 0.9,
metalness: 0.0,
})
);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
this.scene.add(ground);
// ---------- Controls ----------
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.target.set(0, 0.18, 0);
this.controls.minDistance = 0.22;
this.controls.maxDistance = 1.0;
this.controls.enableDamping = true;
this.controls.dampingFactor = 0.08;
this.controls.enablePan = false;
this.controls.minPolarAngle = Math.PI * 0.10;
this.controls.maxPolarAngle = Math.PI * 0.55;
this.controls.update();
// ---------- Robot state ----------
this.robot = null; // URDF root Object3D (set after load)
this.headLink = null; // Head Object3D - rotated directly for RPY
this.headLinkBaseQuat = null; // Original head orientation (preserved)
// Two parallel state objects: TARGET (where commanded) and ACTUAL
// (current rendered). Each frame we lerp ACTUAL → TARGET to mimic
// the daemon's smooth interpolation.
this._tgt = {
head: { roll: 0, pitch: 0, yaw: 0 }, // degrees
antennas: { right: 0, left: 0 }, // degrees
body_yaw: 0, // degrees
};
this._cur = {
head: { roll: 0, pitch: 0, yaw: 0 },
antennas: { right: 0, left: 0 },
body_yaw: 0,
};
this._isMoving = false;
this._asleep = false; // tracks wake/sleep "mode" (visual only)
// ---------- Resize ----------
this._handleResize();
new ResizeObserver(() => this._handleResize()).observe(container);
// ---------- Render loop ----------
this._tick = this._tick.bind(this);
requestAnimationFrame(this._tick);
// ---------- Load URDF ----------
this._loadURDF();
}
// ============================================================
// URDF + mesh loading
// ============================================================
_loadURDF() {
const loader = new URDFLoader();
// URDF references meshes as "package://assets/foo.stl". With packages
// set to a string base, urdf-loader strips "package://" and prepends
// the base - so meshes resolve to URDF_MEDIA_BASE + "assets/foo.stl".
// workingPath is for any non-package-prefixed relative mesh paths
// (none in this URDF, but set defensively).
loader.packages = URDF_MEDIA_BASE;
loader.workingPath = URDF_MEDIA_BASE;
loader.load(
URDF_FILE,
(robot) => {
// URDF uses Z-up; Three.js scene is Y-up. Rotate so robot
// stands upright. Also gentle scale tweak (URDF is meters).
robot.rotation.x = -Math.PI / 2;
robot.position.y = 0;
robot.traverse((n) => {
if (n.isMesh) {
n.castShadow = true;
n.receiveShadow = true;
}
});
this.scene.add(robot);
this.robot = robot;
this._findHeadLink();
// ---- DIAG ----
// Log robot bounding box + renderer size so we can see if the
// model is being rendered offscreen or at wrong scale.
const box = new THREE.Box3().setFromObject(robot);
const size = new THREE.Vector3(); box.getSize(size);
const center = new THREE.Vector3(); box.getCenter(center);
console.log('[sim] URDF loaded.');
console.log('[sim] bbox size:', size.x.toFixed(3), size.y.toFixed(3), size.z.toFixed(3), 'm');
console.log('[sim] bbox center:', center.x.toFixed(3), center.y.toFixed(3), center.z.toFixed(3));
console.log('[sim] joints found:', Object.keys(robot.joints || {}).length,
'links:', Object.keys(robot.links || {}).length);
console.log('[sim] head link:', this.headLink?.name || '(none)');
console.log('[sim] renderer size:', this.renderer.domElement.width, 'x', this.renderer.domElement.height,
' container:', this.container.clientWidth, 'x', this.container.clientHeight);
// Auto-frame: re-target camera to robot's actual center & size
// so wrong assumptions about coordinate frame don't leave the
// model offscreen. Only adjust if the bounds look sane.
if (size.length() > 0.05 && size.length() < 100) {
const dist = Math.max(size.x, size.y, size.z) * 1.8;
this.camera.position.set(
center.x + dist * 0.7,
center.y + dist * 0.5,
center.z + dist * 0.7
);
this.controls.target.copy(center);
this.controls.update();
console.log('[sim] auto-framed; camera at', this.camera.position.toArray().map(n => n.toFixed(3)));
}
// Force a renderer resize in case container was 0×0 at init.
this._handleResize();
this.ready = true;
this.dispatchEvent(new CustomEvent('ready'));
},
undefined,
(err) => {
console.error('[sim] URDF load failed:', err);
this.error = err;
this.dispatchEvent(new CustomEvent('error', { detail: err }));
}
);
}
// Find the link that actually carries the visible head geometry. The
// URDF's "head" link is a logical frame with zero meshes; the head shell,
// antennas, camera, etc. all hang off "xl_330" (the Stewart platform's
// top plate, which is the parent of "head" via the fixed head_frame joint).
// So we rotate xl_330 - physically incorrect (the Stewart legs stay put)
// but visually correct for the head pose. Falls back to any link with the
// most meshes if the URDF gets renamed in a future version.
_findHeadLink() {
if (!this.robot || !this.robot.links) return;
// Preferred: xl_330 (visible Stewart platform top + head children).
// Then: anything matching 'head*' that has meshes.
// Finally: link with the most descendant meshes.
if (this.robot.links['xl_330']) {
this.headLink = this.robot.links['xl_330'];
}
if (!this.headLink) {
let bestName = null, bestCount = 0;
for (const [name, link] of Object.entries(this.robot.links)) {
let count = 0;
link.traverse(n => { if (n.isMesh) count++; });
if (name.toLowerCase().includes('head') && count > bestCount) {
bestName = name; bestCount = count;
}
}
if (bestName) this.headLink = this.robot.links[bestName];
}
if (this.headLink) {
this.headLinkBaseQuat = this.headLink.quaternion.clone();
let meshCount = 0;
this.headLink.traverse(n => { if (n.isMesh) meshCount++; });
console.log('[sim] head pivot link:', this.headLink.name || '(unnamed)',
'- subtree mesh count:', meshCount,
'- initial quat:', this.headLinkBaseQuat.toArray().map(n => n.toFixed(3)));
} else {
console.warn('[sim] could not find head pivot link; head RPY will be ignored');
}
}
// ============================================================
// Render loop
// ============================================================
_tick() {
requestAnimationFrame(this._tick);
// Smooth-lerp current state toward targets. ~12% per frame at 60fps
// ≈ 200ms time-to-arrive, matching the daemon's interpolation feel.
const k = 0.12;
this._cur.head.roll = lerp(this._cur.head.roll, this._tgt.head.roll, k);
this._cur.head.pitch = lerp(this._cur.head.pitch, this._tgt.head.pitch, k);
this._cur.head.yaw = lerp(this._cur.head.yaw, this._tgt.head.yaw, k);
this._cur.body_yaw = lerp(this._cur.body_yaw, this._tgt.body_yaw, k);
this._cur.antennas.right = lerp(this._cur.antennas.right, this._tgt.antennas.right, k);
this._cur.antennas.left = lerp(this._cur.antennas.left, this._tgt.antennas.left, k);
const eps = 0.4;
this._isMoving =
Math.abs(this._cur.head.roll - this._tgt.head.roll) > eps ||
Math.abs(this._cur.head.pitch - this._tgt.head.pitch) > eps ||
Math.abs(this._cur.head.yaw - this._tgt.head.yaw) > eps ||
Math.abs(this._cur.body_yaw - this._tgt.body_yaw) > eps ||
Math.abs(this._cur.antennas.right - this._tgt.antennas.right) > eps ||
Math.abs(this._cur.antennas.left - this._tgt.antennas.left) > eps;
if (this.robot) this._applyToURDF();
this.controls.update();
this.renderer.render(this.scene, this.camera);
}
_applyToURDF() {
const c = this._cur;
// Body yaw - actual joint
if (this.robot.joints?.['yaw_body']) {
this.robot.setJointValue('yaw_body', deg(c.body_yaw));
}
// Antennas - actual joints
if (this.robot.joints?.['right_antenna']) {
this.robot.setJointValue('right_antenna', deg(c.antennas.right));
}
if (this.robot.joints?.['left_antenna']) {
this.robot.setJointValue('left_antenna', deg(c.antennas.left));
}
// Head - rotate the head link's quaternion directly.
// We set the quaternion as (baseQuat * RPY-rotation) so the head's
// intrinsic orientation (from URDF) is preserved while RPY is applied
// on top in the head's local frame. Then force the local matrix to
// recompute so urdf-loader's downstream traversals see our change.
if (this.headLink && this.headLinkBaseQuat) {
const e = new THREE.Euler(
deg(c.head.roll),
deg(c.head.pitch),
deg(c.head.yaw),
'XYZ'
);
const q = new THREE.Quaternion().setFromEuler(e);
this.headLink.quaternion.multiplyQuaternions(this.headLinkBaseQuat, q);
this.headLink.updateMatrix();
this.headLink.updateMatrixWorld(true);
}
}
_handleResize() {
if (!this.container) return;
const w = this.container.clientWidth || 1;
const h = this.container.clientHeight || 1;
this.camera.aspect = w / h;
this.camera.updateProjectionMatrix();
this.renderer.setSize(w, h, false);
}
// ============================================================
// Public API - mirrors live ReachyMini SDK so block-generated
// code can target either without conditional logic.
// ============================================================
setHeadRpyDeg(roll, pitch, yaw) {
this._tgt.head = {
roll: clamp(Number(roll) || 0, -40, 40),
pitch: clamp(Number(pitch) || 0, -40, 40),
yaw: clamp(Number(yaw) || 0, -180, 180),
};
}
setAntennasDeg(rightDeg, leftDeg) {
this._tgt.antennas = {
right: clamp(Number(rightDeg) || 0, -175, 175),
left: clamp(Number(leftDeg) || 0, -175, 175),
};
}
setBodyYawDeg(yawDeg) {
this._tgt.body_yaw = clamp(Number(yawDeg) || 0, -160, 160);
}
// SDK-compat: setTarget accepts {head: number[16], antennas: [r,l] in rad,
// body_yaw: rad}. We only support antennas + body_yaw for v1; head matrix
// would need full 4×4 → RPY conversion, which we'd add later.
setTarget({ head, antennas, body_yaw } = {}) {
if (Array.isArray(antennas) && antennas.length === 2) {
this.setAntennasDeg(rad(antennas[0]), rad(antennas[1]));
}
if (typeof body_yaw === 'number') {
this.setBodyYawDeg(rad(body_yaw));
}
// head matrix → RPY: TODO
}
async wakeUp() {
this._asleep = false;
this.setHeadRpyDeg(0, -8, 0);
this.setAntennasDeg(20, -20);
await this._wait(300);
this.setAntennasDeg(0, 0);
this.setHeadRpyDeg(0, 0, 0);
await this._wait(400);
}
async gotoSleep() {
this._asleep = true;
this.setHeadRpyDeg(0, 25, 0); // head dips forward
this.setAntennasDeg(-30, 30);
await this._wait(800);
}
isAwake() { return !this._asleep; }
ensureAwake() { return Promise.resolve(); }
playSound(file) {
// No speakers in sim - surface as an event so the UI can show a toast.
this.dispatchEvent(new CustomEvent('playSound', { detail: { file } }));
}
setMotorMode(mode) {
this.dispatchEvent(new CustomEvent('motorMode', { detail: { mode } }));
}
setVolume(v) { return Promise.resolve(v); }
getVersion() { return Promise.resolve('sim'); }
// Sensing accessors (read from CURRENT, smooth-lerped state)
getHeadRpy() { return { ...this._cur.head }; }
getBodyYaw() { return this._cur.body_yaw; }
getAntennas() { return { ...this._cur.antennas }; }
isMoving() { return this._isMoving; }
// ---- Convenience ----
resetView() {
this.camera.position.set(0.42, 0.32, 0.42);
this.controls.target.set(0, 0.18, 0);
this.controls.update();
}
_wait(ms) { return new Promise(r => setTimeout(r, ms)); }
}
function clamp(v, lo, hi) { return Math.min(hi, Math.max(lo, v)); }
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