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glTF (.glb) for every asset: Unity, three.js, Blender; card sections for engines

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Files changed (35) hide show
  1. .gitattributes +11 -0
  2. README.md +71 -2
  3. atech_aht20/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  4. atech_aht20/com.nvidia.simready.packaging.json +1 -1
  5. atech_aht20/gltf/atech_aht20.glb +3 -0
  6. atech_big_screen/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  7. atech_big_screen/com.nvidia.simready.packaging.json +1 -1
  8. atech_big_screen/gltf/atech_big_screen.glb +3 -0
  9. atech_board_10port/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  10. atech_board_10port/com.nvidia.simready.packaging.json +1 -1
  11. atech_board_10port/gltf/atech_board_10port.glb +3 -0
  12. atech_board_14port/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  13. atech_board_14port/com.nvidia.simready.packaging.json +1 -1
  14. atech_board_14port/gltf/atech_board_14port.glb +3 -0
  15. atech_board_8port/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  16. atech_board_8port/com.nvidia.simready.packaging.json +1 -1
  17. atech_board_8port/gltf/atech_board_8port.glb +3 -0
  18. atech_button/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  19. atech_button/com.nvidia.simready.packaging.json +1 -1
  20. atech_button/gltf/atech_button.glb +3 -0
  21. atech_camera/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  22. atech_camera/com.nvidia.simready.packaging.json +1 -1
  23. atech_camera/gltf/atech_camera.glb +3 -0
  24. atech_dc_motor/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  25. atech_dc_motor/com.nvidia.simready.packaging.json +1 -1
  26. atech_dc_motor/gltf/atech_dc_motor.glb +3 -0
  27. atech_distance_sensor/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  28. atech_distance_sensor/com.nvidia.simready.packaging.json +1 -1
  29. atech_distance_sensor/gltf/atech_distance_sensor.glb +3 -0
  30. atech_icm40608/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  31. atech_icm40608/com.nvidia.simready.packaging.json +1 -1
  32. atech_icm40608/gltf/atech_icm40608.glb +3 -0
  33. atech_load_cell/.metadata/com.nvidia.simready.packaging.bom.json +14 -0
  34. atech_load_cell/com.nvidia.simready.packaging.json +1 -1
  35. atech_load_cell/gltf/atech_load_cell.glb +3 -0
.gitattributes CHANGED
@@ -203,3 +203,14 @@ atech_usb_c/mjcf/meshes/atech_usb_c/gold.stl filter=lfs diff=lfs merge=lfs -text
203
  atech_usb_c/simready_usd/atech_usb_c.usd filter=lfs diff=lfs merge=lfs -text
204
  atech_usb_c/urdf/meshes/atech_usb_c/black.stl filter=lfs diff=lfs merge=lfs -text
205
  atech_usb_c/urdf/meshes/atech_usb_c/gold.stl filter=lfs diff=lfs merge=lfs -text
 
 
 
 
 
 
 
 
 
 
 
 
203
  atech_usb_c/simready_usd/atech_usb_c.usd filter=lfs diff=lfs merge=lfs -text
204
  atech_usb_c/urdf/meshes/atech_usb_c/black.stl filter=lfs diff=lfs merge=lfs -text
205
  atech_usb_c/urdf/meshes/atech_usb_c/gold.stl filter=lfs diff=lfs merge=lfs -text
206
+ atech_aht20/gltf/atech_aht20.glb filter=lfs diff=lfs merge=lfs -text
207
+ atech_big_screen/gltf/atech_big_screen.glb filter=lfs diff=lfs merge=lfs -text
208
+ atech_board_10port/gltf/atech_board_10port.glb filter=lfs diff=lfs merge=lfs -text
209
+ atech_board_14port/gltf/atech_board_14port.glb filter=lfs diff=lfs merge=lfs -text
210
+ atech_board_8port/gltf/atech_board_8port.glb filter=lfs diff=lfs merge=lfs -text
211
+ atech_button/gltf/atech_button.glb filter=lfs diff=lfs merge=lfs -text
212
+ atech_camera/gltf/atech_camera.glb filter=lfs diff=lfs merge=lfs -text
213
+ atech_dc_motor/gltf/atech_dc_motor.glb filter=lfs diff=lfs merge=lfs -text
214
+ atech_distance_sensor/gltf/atech_distance_sensor.glb filter=lfs diff=lfs merge=lfs -text
215
+ atech_icm40608/gltf/atech_icm40608.glb filter=lfs diff=lfs merge=lfs -text
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+ atech_load_cell/gltf/atech_load_cell.glb filter=lfs diff=lfs merge=lfs -text
README.md CHANGED
@@ -9,6 +9,10 @@ tags:
9
  - isaac-sim
10
  - mujoco
11
  - urdf
 
 
 
 
12
  - 3d
13
  ---
14
 
@@ -19,6 +23,15 @@ every module in the [Atech SDK](https://pypi.org/project/atech/) catalog, the pr
19
  the SDK has no firmware for yet (USB-C, Power Jack, Micro-SD Card, Big Screen, Camera,
20
  Soil Sensor, Load Cell), and the 8-, 10- and 14-port boards.
21
 
 
 
 
 
 
 
 
 
 
22
  ## License: free to use, credit Atech
23
 
24
  These assets are open under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/):
@@ -54,19 +67,73 @@ atech_<asset>/
54
  ├── simready_usd/<asset>.usd USD (crate), following NVIDIA SimReady: Isaac Sim / Omniverse
55
  │ └── .thumbs/256x256/<asset>.usd{,_light,_transparent}.png
56
  ├── mjcf/<asset>.xml + mjcf/meshes/<asset>/*.stl MuJoCo
57
- └── urdf/<asset>.urdf + urdf/meshes/<asset>/*.stl ROS / Gazebo
 
58
  ```
59
 
60
  Asset names are `atech_<module id>` (e.g. `atech_distance_sensor`) and
61
  `atech_board_<board id>` (e.g. `atech_board_14port`); the robot-arm module is
62
  `atech_robot_arm_integrator`, its product name.
63
 
64
- Generated with `atech sim-assets --all --board 8port,10port,14port`
65
  (`pip install "atech[sim]"`) on the SDK's development version, then repackaged one
66
  folder per asset. The thumbnails
67
  are MuJoCo renders of the MJCF, so they show the CAD's flat material colours, not
68
  the USD's PBR shading or the display's screen texture.
69
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
70
  ## What is real and what is not
71
 
72
  - **Visuals** are Atech's production CAD (module-renders release v1.7), with the
@@ -82,6 +149,8 @@ the USD's PBR shading or the display's screen texture.
82
  AM312 sensor. The Robot Arm Integrator (`atech_robot_arm_integrator`, catalog id `robot_arm`) plugs into one port, but its housing is two cells
83
  long: its `connector` frame is the centre of the -x cell.
84
  - **Masses and inertias are placeholders.** Atech has not published them.
 
 
85
  - With real CAD, NVIDIA's SimReady validator reports VG.007 warnings: the CAD
86
  tessellation has non-manifold vertices.
87
 
 
9
  - isaac-sim
10
  - mujoco
11
  - urdf
12
+ - gltf
13
+ - glb
14
+ - unity
15
+ - threejs
16
  - 3d
17
  ---
18
 
 
23
  the SDK has no firmware for yet (USB-C, Power Jack, Micro-SD Card, Big Screen, Camera,
24
  Soil Sensor, Load Cell), and the 8-, 10- and 14-port boards.
25
 
26
+ Every asset comes in four formats: **USD** (Isaac Sim / Omniverse), **MJCF** (MuJoCo),
27
+ **URDF** (ROS / Gazebo) and **glTF** (`.glb`: Unity, three.js, Blender, Unreal, Godot,
28
+ Babylon.js, any web page).
29
+
30
+ ![A 14-port Atech board with nine modules, rendered in three.js from the .glb files](images/threejs_14port.png)
31
+
32
+ *Rendered in three.js straight from the `.glb` files: each module seated on its port
33
+ with the frames inside the files.*
34
+
35
  ## License: free to use, credit Atech
36
 
37
  These assets are open under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/):
 
67
  ├── simready_usd/<asset>.usd USD (crate), following NVIDIA SimReady: Isaac Sim / Omniverse
68
  │ └── .thumbs/256x256/<asset>.usd{,_light,_transparent}.png
69
  ├── mjcf/<asset>.xml + mjcf/meshes/<asset>/*.stl MuJoCo
70
+ ├── urdf/<asset>.urdf + urdf/meshes/<asset>/*.stl ROS / Gazebo
71
+ └── gltf/<asset>.glb Unity, three.js, Blender, Unreal, Godot (one file)
72
  ```
73
 
74
  Asset names are `atech_<module id>` (e.g. `atech_distance_sensor`) and
75
  `atech_board_<board id>` (e.g. `atech_board_14port`); the robot-arm module is
76
  `atech_robot_arm_integrator`, its product name.
77
 
78
+ Generated with `atech sim-assets --all --board 8port,10port,14port` (USD, MJCF, URDF, glTF)
79
  (`pip install "atech[sim]"`) on the SDK's development version, then repackaged one
80
  folder per asset. The thumbnails
81
  are MuJoCo renders of the MJCF, so they show the CAD's flat material colours, not
82
  the USD's PBR shading or the display's screen texture.
83
 
84
+ ## Unity, three.js and other engines: `gltf/<asset>.glb`
85
+
86
+ One self-contained file per asset, glTF 2.0 binary. It passes the Khronos glTF validator
87
+ with no errors or warnings. It keeps the CAD's own materials (metallic-roughness, the
88
+ clear glass lids through `KHR_materials_transmission` and `_ior`, emissive strength,
89
+ unlit silkscreen, and the textures embedded), which STL cannot carry. Nodes:
90
+
91
+ ```
92
+ atech_<asset> root: turns the asset's +z up into glTF +y up
93
+ ├── atech_<asset>_visual the mesh, one primitive per material
94
+ ├── atech_<asset>_connector where a module meets a board port
95
+ ├── atech_<asset>_sensor | _actuator
96
+ └── atech_<asset>_port_<n> boards: one empty node per port
97
+ ```
98
+
99
+ **Put a module on a board:** module root = `port node (world)` x `inverse(connector node
100
+ (world))`. glTF has no colliders or mass, so the root's `extras.atech` (`userData.atech`
101
+ in three.js) holds the collision boxes, the mass, the centre of mass and the friction.
102
+
103
+ **three.js:**
104
+
105
+ ```js
106
+ import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
107
+ const url = (a) => `https://huggingface.co/datasets/atechdev/simready-assets/resolve/main/${a}/gltf/${a}.glb`;
108
+ const loader = new GLTFLoader();
109
+ const board = (await loader.loadAsync(url('atech_board_14port'))).scene;
110
+ const button = (await loader.loadAsync(url('atech_button'))).scene;
111
+ scene.add(board, button);
112
+ board.updateMatrixWorld(true); button.updateMatrixWorld(true);
113
+ const port = board.getObjectByName('atech_board_14port_port_1');
114
+ const conn = button.getObjectByName('atech_button_connector');
115
+ port.matrixWorld.clone().multiply(conn.matrixWorld.clone().invert())
116
+ .decompose(button.position, button.quaternion, button.scale);
117
+ ```
118
+
119
+ Give the scene an environment map (`RoomEnvironment`, or any HDRI) so the metals and
120
+ glass look right.
121
+
122
+ **Unity:** install glTFast (`com.unity.cloud.gltfast`, Package Manager) and drop the
123
+ `.glb` into `Assets/`. It imports as a prefab with the same node names, already
124
+ converted to Unity's frame. To seat a module:
125
+
126
+ ```csharp
127
+ var m = port.localToWorldMatrix * connector.worldToLocalMatrix * module.localToWorldMatrix;
128
+ module.SetPositionAndRotation(m.GetPosition(), m.rotation);
129
+ ```
130
+
131
+ glTFast does not import `extras`. Add a `BoxCollider` by hand, or read the boxes from
132
+ the file's JSON. Unity's URDF Importer also reads `urdf/` (STL meshes, URDF colours,
133
+ box colliders, mass).
134
+
135
+ **Blender, Unreal, Godot, Babylon.js, `<model-viewer>`:** open or import the `.glb` as is.
136
+
137
  ## What is real and what is not
138
 
139
  - **Visuals** are Atech's production CAD (module-renders release v1.7), with the
 
149
  AM312 sensor. The Robot Arm Integrator (`atech_robot_arm_integrator`, catalog id `robot_arm`) plugs into one port, but its housing is two cells
150
  long: its `connector` frame is the centre of the -x cell.
151
  - **Masses and inertias are placeholders.** Atech has not published them.
152
+ - **Tested:** the `.glb` files pass the Khronos glTF validator and render in three.js
153
+ (r170), as in the image above. They have not been opened in Unity here.
154
  - With real CAD, NVIDIA's SimReady validator reports VG.007 warnings: the CAD
155
  tessellation has non-manifold vertices.
156
 
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