import os os.environ["OMNI_KIT_ACCEPT_EULA"] = "YES" from isaacsim import SimulationApp simulation_app = SimulationApp({"headless": False}) from omni.isaac.core.utils.extensions import enable_extension enable_extension("omni.isaac.ros2_bridge") simulation_app.update() import numpy as np from PIL import Image import omni.kit.commands from pathlib import Path # 【底层基石 USD API】 import omni.usd from pxr import Gf, Sdf, UsdShade, UsdGeom, Vt, PhysxSchema from omni.isaac.core import World from omni.isaac.core.objects import FixedCuboid # 【新增引入】DynamicCuboid 用于生成受物理世界重力影响的动态刚体车辆 from omni.isaac.core.objects import DynamicCuboid from omni.isaac.core.utils.prims import create_prim from omni.isaac.core.utils.viewports import set_camera_view from omni.isaac.core.utils.rotations import euler_angles_to_quat from omni.isaac.sensor import Camera import omni.replicator.core as rep import omni.graph.core as og from omni.isaac.core.objects import VisualCuboid # 【引入 URDF 导入器和机器人核心类】 import omni.kit.commands from omni.importer.urdf import _urdf from omni.isaac.core.robots import Robot from omni.isaac.core.utils.stage import add_reference_to_stage def create_checkerboard_image(filepath="checkerboard.png", rows=6, cols=9, square_size_px=500): width = cols * square_size_px height = rows * square_size_px img = np.ones((height, width, 3), dtype=np.uint8) * 255 for r in range(rows): for c in range(cols): if (r + c) % 2 == 1: img[r*square_size_px:(r+1)*square_size_px, c*square_size_px:(c+1)*square_size_px] = 0 border = square_size_px img_with_border = np.pad(img, pad_width=((border, border), (border, border), (0, 0)), mode='constant', constant_values=255) pil_img = Image.fromarray(img_with_border) abs_filepath = Path(filepath).resolve() pil_img.save(abs_filepath) usd_filepath = str(abs_filepath).replace("\\", "/") print(f"[*] 棋盘格纹理已自动生成: {usd_filepath}") return usd_filepath def add_corner_rotary_lidars(room_length=10.0, room_width=6.0, height=3.5, lidar_config="Example_Rotary", topic_prefix="/workshop/lidar"): offset = 0.3 x_pos = (room_length / 2.0) - offset y_pos = (room_width / 2.0) - offset lidar_configs = [ {"name": "FL", "pos": [ x_pos, y_pos, height], "yaw": np.degrees(np.arctan2(-y_pos, -x_pos))}, {"name": "FR", "pos": [ x_pos, -y_pos, height], "yaw": np.degrees(np.arctan2( y_pos, -x_pos))}, {"name": "BL", "pos": [-x_pos, y_pos, height], "yaw": np.degrees(np.arctan2(-y_pos, x_pos))}, {"name": "BR", "pos": [-x_pos, -y_pos, height], "yaw": np.degrees(np.arctan2( y_pos, x_pos))} ] keys = og.Controller.Keys graph_path = "/World/ROS2_Lidar_Graph" nodes = [("OnTick", "omni.graph.action.OnTick"), ("ReadSimTime", "omni.isaac.core_nodes.IsaacReadSimulationTime"), ("PublishTF", "omni.isaac.ros2_bridge.ROS2PublishTransformTree")] connections = [("OnTick.outputs:tick", "PublishTF.inputs:execIn"), ("ReadSimTime.outputs:simulationTime", "PublishTF.inputs:timeStamp")] set_values = [] lidar_paths = [] for cfg in lidar_configs: lidar_path = f"/World/Sensors/Lidar_{cfg['name']}" lidar_paths.append(lidar_path) quat = euler_angles_to_quat(np.array([0, 15.0, cfg['yaw']]), degrees=True) orientation = Gf.Quatd(quat[0], quat[1], quat[2], quat[3]) omni.kit.commands.execute("IsaacSensorCreateRtxLidar", path=lidar_path, parent=None, config=lidar_config, translation=Gf.Vec3d(*cfg["pos"]), orientation=orientation) render_product = rep.create.render_product(lidar_path, [1, 1]) helper_name = f"ROS2LidarHelper_{cfg['name']}" nodes.append((helper_name, "omni.isaac.ros2_bridge.ROS2RtxLidarHelper")) connections.append(("OnTick.outputs:tick", f"{helper_name}.inputs:execIn")) set_values.extend([ (f"{helper_name}.inputs:renderProductPath", str(render_product.path)), (f"{helper_name}.inputs:topicName", f"{topic_prefix}/{cfg['name'].lower()}/pointcloud"), (f"{helper_name}.inputs:frameId", f"Lidar_{cfg['name']}"), (f"{helper_name}.inputs:type", "point_cloud"), (f"{helper_name}.inputs:fullScan", True) ]) set_values.append(("PublishTF.inputs:targetPrims", lidar_paths)) og.Controller.edit({"graph_path": graph_path, "evaluator_name": "execution"}, {keys.CREATE_NODES: nodes, keys.CONNECT: connections, keys.SET_VALUES: set_values}) def create_raw_usd_material(stage, mat_path, tex_path): material = UsdShade.Material.Define(stage, mat_path) pbr_shader = UsdShade.Shader.Define(stage, f"{mat_path}/PBRShader") pbr_shader.CreateIdAttr("UsdPreviewSurface") pbr_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(1.0) pbr_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(0.0) tex_sampler = UsdShade.Shader.Define(stage, f"{mat_path}/diffuseTexture") tex_sampler.CreateIdAttr("UsdUVTexture") tex_sampler.CreateInput("file", Sdf.ValueTypeNames.Asset).Set(Sdf.AssetPath(tex_path)) tex_sampler.CreateInput("magFilter", Sdf.ValueTypeNames.Token).Set("nearest") tex_sampler.CreateInput("minFilter", Sdf.ValueTypeNames.Token).Set("nearest") st_reader = UsdShade.Shader.Define(stage, f"{mat_path}/stReader") st_reader.CreateIdAttr("UsdPrimvarReader_float2") st_reader.CreateInput("varname", Sdf.ValueTypeNames.Token).Set("st") tex_sampler.CreateInput("st", Sdf.ValueTypeNames.Float2).ConnectToSource(st_reader.ConnectableAPI(), "result") pbr_shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(tex_sampler.ConnectableAPI(), "rgb") material.CreateSurfaceOutput().ConnectToSource(pbr_shader.ConnectableAPI(), "surface") return material def create_textured_board(stage, prim_path, width, height, center, euler_rot_deg, usd_material): mesh = UsdGeom.Mesh.Define(stage, prim_path) w, h = width / 2.0, height / 2.0 mesh.GetPointsAttr().Set(Vt.Vec3fArray([Gf.Vec3f(-w, -h, 0), Gf.Vec3f( w, -h, 0), Gf.Vec3f( w, h, 0), Gf.Vec3f(-w, h, 0)])) mesh.GetFaceVertexCountsAttr().Set([4]) mesh.GetFaceVertexIndicesAttr().Set([0, 1, 2, 3]) mesh.GetNormalsAttr().Set([Gf.Vec3f(0, 0, 1)] * 4) mesh.SetNormalsInterpolation(UsdGeom.Tokens.vertex) primvars_api = UsdGeom.PrimvarsAPI(mesh) st_primvar = primvars_api.CreatePrimvar("st", Sdf.ValueTypeNames.TexCoord2fArray, UsdGeom.Tokens.vertex) st_primvar.Set([Gf.Vec2f(0, 0), Gf.Vec2f(1, 0), Gf.Vec2f(1, 1), Gf.Vec2f(0, 1)]) mesh.GetExtentAttr().Set([Gf.Vec3f(-w, -h, -0.01), Gf.Vec3f(w, h, 0.01)]) xform = UsdGeom.Xformable(mesh) xform.AddTranslateOp().Set(Gf.Vec3d(*center)) xform.AddRotateXYZOp().Set(Gf.Vec3f(*euler_rot_deg)) UsdShade.MaterialBindingAPI.Apply(mesh.GetPrim()).Bind(usd_material) return mesh def build_workshop(): world = World(stage_units_in_meters=1.0) L, W, H, T = 10.0, 6.0, 3.5, 0.2 floor_color = np.array([0.2, 0.2, 0.2]) wall_color = np.array([0.8, 0.8, 0.8]) world.scene.add(FixedCuboid(prim_path="/World/Workshop/Floor", name="floor", position=np.array([0, 0, -T/2]), scale=np.array([L + 2*T, W + 2*T, T]), color=floor_color)) world.scene.add(FixedCuboid(prim_path="/World/Workshop/Ceiling", name="ceiling", position=np.array([0, 0, H + T/2]), scale=np.array([L + 2*T, W + 2*T, T]), color=wall_color)) world.scene.add(FixedCuboid(prim_path="/World/Workshop/Wall_Front", name="wall_front", position=np.array([L/2 + T/2, 0, H/2]), scale=np.array([T, W, H]), color=wall_color)) world.scene.add(FixedCuboid(prim_path="/World/Workshop/Wall_Back", name="wall_back", position=np.array([-L/2 - T/2, 0, H/2]), scale=np.array([T, W, H]), color=wall_color)) world.scene.add(FixedCuboid(prim_path="/World/Workshop/Wall_Left", name="wall_left", position=np.array([0, W/2 + T/2, H/2]), scale=np.array([L + 2*T, T, H]), color=wall_color)) world.scene.add(FixedCuboid(prim_path="/World/Workshop/Wall_Right", name="wall_right", position=np.array([0, -W/2 - T/2, H/2]), scale=np.array([L + 2*T, T, H]), color=wall_color)) light_positions = [(L/4, W/4, H - 0.5), (L/4, -W/4, H - 0.5), (-L/4, W/4, H - 0.5), (-L/4, -W/4, H - 0.5)] for i, pos in enumerate(light_positions): create_prim(prim_path=f"/World/Workshop/Lights/Light_{i}", prim_type="SphereLight", position=np.array(pos), attributes={"inputs:radius": 0.3, "inputs:intensity": 30000.0, "inputs:color": (1.0, 1.0, 0.95)}) cb_rows, cb_cols = 6, 9 cb_square_size = 0.20 tex_path = create_checkerboard_image("checkerboard.png", rows=cb_rows, cols=cb_cols, square_size_px=500) stage = omni.usd.get_context().get_stage() mat_path = "/World/Workshop/Materials/CheckerboardMat" usd_material = create_raw_usd_material(stage, mat_path, tex_path) board_w = (cb_cols + 2) * cb_square_size board_h = (cb_rows + 2) * cb_square_size z_height = H / 2.0 offset = 0.05 board_configs = [ ("/World/Workshop/CalibrationBoards/Front", [ L/2 - offset, 0, z_height], [90, 0, 90]), ("/World/Workshop/CalibrationBoards/Back", [-L/2 + offset, 0, z_height], [90, 0, -90]), ("/World/Workshop/CalibrationBoards/Left", [0, W/2 - offset, z_height], [90, 0, 0]), ("/World/Workshop/CalibrationBoards/Right", [0, -W/2 + offset, z_height], [90, 0, 180]) ] for path, pos, euler_rot in board_configs: create_textured_board(stage, path, board_w, board_h, pos, euler_rot, usd_material) camera_z = H - 0.1 camera = Camera(prim_path="/World/Workshop/CalibrationCamera", position=np.array([0.0, 0.0, camera_z]), frequency=20, resolution=(1280, 720)) camera.set_world_pose(orientation=np.array([1.0, 0.0, 0.0, 0.0])) camera.initialize() camera.set_focal_length(5.0) keys = og.Controller.Keys og.Controller.edit({"graph_path": "/World/ROS2_Camera_Graph", "evaluator_name": "execution"}, {keys.CREATE_NODES: [("OnTick", "omni.graph.action.OnTick"), ("ROS2Camera", "omni.isaac.ros2_bridge.ROS2CameraHelper")], keys.CONNECT: [("OnTick.outputs:tick", "ROS2Camera.inputs:execIn")], keys.SET_VALUES: [("ROS2Camera.inputs:renderProductPath", camera.get_render_product_path()), ("ROS2Camera.inputs:topicName", "/AutoCalib_Workshop/camera/image_raw"), ("ROS2Camera.inputs:type", "rgb")]}) add_corner_rotary_lidars(room_length=L, room_width=W, height=H - 0.2, lidar_config="Example_Rotary", topic_prefix="/AutoCalib_Workshop/lidar") # ================= 【🚗核心新增 1:构建物理层 AGV 底盘】 ================= # 主车体:带质量的物理刚体 # world.scene.add( # DynamicCuboid( # prim_path="/World/Workshop/Vehicle", name="agv_vehicle", # position=np.array([0.0, 0.0, 0.2]), # 中心高度 20cm,完美贴地防穿模 # scale=np.array([0.8, 0.5, 0.3]), # 车辆尺寸:长0.8m x 宽0.5m x 高0.3m # color=np.array([0.2, 0.6, 1.0]), # 亮蓝色车身 # mass=50.0 # 赋予 50kg 的真实物理质量 # ) # ) # 车头指示器:红色方块,挂载在车头正前方,明确指示 +X 前进方向 # VisualCuboid( # prim_path="/World/Workshop/Vehicle/DirectionMarker", # name="direction_marker", # position=np.array([0.4, 0.0, 0.0]), # 相对车身局部前移 # scale=np.array([0.1, 0.51, 0.31]), # color=np.array([1.0, 0.0, 0.0]) # 直接通过内置的 color 参数设置 # ) # ================= 【🚗核心新增 1:导入真实 URDF 替换基础方块】 ================= urdf_file_path = "/home/nvidia/study/AutoCalib-Workshop/models/ack_m.urdf" # 🚨 新增:指定转换后的 USD 文件保存在哪里(必须带 .usd 后缀) dest_usd_path = "/home/nvidia/study/AutoCalib-Workshop/models/ack_m.usd" dest_prim_path = "/World/Workshop/Vehicle" # 1. 配置 URDF 导入参数 import_config = _urdf.ImportConfig() import_config.merge_fixed_joints = True # 🚨 关键修改:改为 True!将雷达、相机和空节点合并进主车身 import_config.convex_decomp = False import_config.fix_base = False import_config.make_default_prim = True # 2. 将 URDF 解析并保存为本地的 USD 文件 omni.kit.commands.execute( "URDFParseAndImportFile", urdf_path=urdf_file_path, import_config=import_config, dest_path=dest_usd_path # 传入的是硬盘文件路径 ) # 3. 🔥 将硬盘上的 USD 文件作为引用(Reference)挂载到场景树中 add_reference_to_stage(usd_path=dest_usd_path, prim_path=dest_prim_path) # 4. 包装为 Robot 对象 world.scene.add( Robot( prim_path=dest_prim_path, name="agv_vehicle", position=np.array([0.0, 0.0, 0.05]) ) ) # ======================================================================================== # 强制关闭物理引擎对车辆的“休眠优化(Sleep)”,确保它随时能被指令叫醒移动 physx_rb = PhysxSchema.PhysxRigidBodyAPI.Get(stage, "/World/Workshop/Vehicle") if physx_rb: physx_rb.GetSleepThresholdAttr().Set(0.0) # ================= 【🚗核心新增 2:无缝底层 Twist 订阅图】 ================= og.Controller.edit({"graph_path": "/World/ROS2_Twist_Graph", "evaluator_name": "execution"}, { keys.CREATE_NODES: [ ("OnTick", "omni.graph.action.OnTick"), ("TwistSub", "omni.isaac.ros2_bridge.ROS2SubscribeTwist"), # <--- 已修正 ], keys.CONNECT: [ ("OnTick.outputs:tick", "TwistSub.inputs:execIn"), ], keys.SET_VALUES: [ ("TwistSub.inputs:topicName", "/cmd_vel"), ] }) # ======================================================================================== return world def main(): world = build_workshop() world.reset() # 上帝视角的俯视监控 set_camera_view(eye=np.array([0.001, 0.0, 3.4]), target=np.array([0.0, 0.0, 0.0])) print("======================================================") print(" 🎯 标定车间完美运行!全向 AGV (蓝身红头) 已就绪!") print(" ---------------------------------------------------") print(" 🎮 车辆控制指南:请打开您的**原生终端** (不激活 conda),输入:") print(" ros2 topic pub /cmd_vel geometry_msgs/msg/Twist \"{linear: {x: 0.5}, angular: {z: 0.8}}\"") print("======================================================") agv = world.scene.get_object("agv_vehicle") while simulation_app.is_running(): # ================= 【🚗核心闭环:实时提取 Twist,转换物理运动学】 ================= try: # 1. 每一帧从底层 ActionGraph 中拉取解包出来的 ROS2 速度指令 lin_vel = og.Controller.get(og.Controller.attribute("/World/ROS2_Twist_Graph/TwistSub.outputs:linearVelocity")) ang_vel = og.Controller.get(og.Controller.attribute("/World/ROS2_Twist_Graph/TwistSub.outputs:angularVelocity")) if lin_vel is not None and ang_vel is not None and len(lin_vel) == 3: # 2. 获取车辆在物理世界中实时的绝对姿态四元数 [w, x, y, z] 和 自然下落速度 pos, quat = agv.get_world_pose() curr_lin_vel = agv.get_linear_velocity() # 3. 构造 3D 四元数和旋转矩阵 q = Gf.Quatd(float(quat[0]), float(quat[1]), float(quat[2]), float(quat[3])) rot_mat = Gf.Matrix3d(Gf.Rotation(q)) # 🚨 核心修复:USD (pxr.Gf) 中,向量与矩阵相乘直接使用 * 运算符(行向量右乘矩阵) world_lin_vel = Gf.Vec3d(*lin_vel) * rot_mat world_ang_vel = Gf.Vec3d(*ang_vel) * rot_mat # 4. 物理防翻车约束 target_lin_vel = np.array([world_lin_vel[0], world_lin_vel[1], curr_lin_vel[2]]) target_ang_vel = np.array([0.0, 0.0, world_ang_vel[2]]) # 5. 直接对车辆物理质心施加强制推演覆盖 agv.set_linear_velocity(target_lin_vel) agv.set_angular_velocity(target_ang_vel) # Debug 日志:确认 ROS2 话题是否真正连通 if abs(lin_vel[0]) > 0.01 or abs(ang_vel[2]) > 0.01: print(f"\r[ROS2 Debug] 车辆移动中: 线速度 {lin_vel[0]:.2f}, 角速度 {ang_vel[2]:.2f}", end="") except Exception as e: # 🚨 永远不要用 pass 吞掉这里的报错 print(f"\n[ERROR] 运动学控制循环异常: {e}") # ============================================================================================ world.step(render=True) simulation_app.close() if __name__ == "__main__": main()