diff --git a/agv_calib_eu/proto/agv_calib_chassis.proto b/agv_calib_eu/proto/agv_calib_chassis.proto
index 16b803e..73b9216 100644
--- a/agv_calib_eu/proto/agv_calib_chassis.proto
+++ b/agv_calib_eu/proto/agv_calib_chassis.proto
@@ -9,7 +9,7 @@ package agv.calibration.chassis;
// 调用端:Linux标定服务器 (掌控外部高精雷达真值)
// =========================================================
service AgvCalibChassisService {
-
+
// ---------------------------------------------------------
// 1. 底层硬件接管与安全熔断
// ---------------------------------------------------------
diff --git a/build_calibration_room.py b/build_calibration_room.py
index 5e5a106..38754bf 100644
--- a/build_calibration_room.py
+++ b/build_calibration_room.py
@@ -1,26 +1,27 @@
import os
-
-os.environ["OMNI_KIT_ACCEPT_EULA"] = "YES"
+os.environ["OMNI_KIT_ACCEPT_EULA"] = "YES"
from isaacsim import SimulationApp
-simulation_app = SimulationApp({"headless": False})
+simulation_app = SimulationApp({"headless": False})
from omni.isaac.core.utils.extensions import enable_extension
-
enable_extension("omni.isaac.ros2_bridge")
-simulation_app.update()
+simulation_app.update()
import numpy as np
-from PIL import Image
+from PIL import Image
import omni.kit.commands
from pathlib import Path
-# 【🔥核心防坑:只依赖底层基石 USD API】
-import omni.usd
-from pxr import Gf, Sdf, UsdShade, UsdGeom, Vt
+# 【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
@@ -28,22 +29,28 @@ 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=100):
+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
-
+ 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)
-
+ 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)
@@ -51,202 +58,217 @@ def create_checkerboard_image(filepath="checkerboard.png", rows=6, cols=9, squar
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"):
+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))}
+ {"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")
- ]
-
+ 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 = []
+ lidar_paths = []
for cfg in lidar_configs:
lidar_path = f"/World/Sensors/Lidar_{cfg['name']}"
lidar_paths.append(lidar_path)
-
- pitch_angle = 15.0
- quat = euler_angles_to_quat(np.array([0, pitch_angle, cfg['yaw']]), degrees=True)
+ 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
- )
-
+ 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)
+ (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})
- og.Controller.edit({"graph_path": graph_path, "evaluator_name": "execution"},
- {keys.CREATE_NODES: nodes, keys.CONNECT: connections, keys.SET_VALUES: set_values})
-
-
-# ================= 【🔥纯血底层 API:手工构造材质与带 UV 的网格】 =================
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) # 纯哑光去反光
- pbr_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(0.0) # 非金属
-
+ 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))
-
- # 🔥🔥🔥 核心修改 1:强制关闭 GPU 的双线性平滑插值,使用“最近邻(Nearest)”采样!🔥🔥🔥
- # 这一步能让黑白方块的交界处像刀切一样锐利,彻底消除模糊过渡带!
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")
+ 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
-
- points = Vt.Vec3fArray([Gf.Vec3f(-w, -h, 0), Gf.Vec3f(w, -h, 0), Gf.Vec3f(w, h, 0), Gf.Vec3f(-w, h, 0)])
- mesh.GetPointsAttr().Set(points)
+ 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))
-
+ 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))
+ 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)]
+ 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)})
+ 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
-
- # 🔥🔥🔥 核心修改 2:适当提升分辨率 🔥🔥🔥
- # 将 square_size_px 从 100 提高到 500!
+ 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
+ board_w = (cb_cols + 2) * cb_square_size
+ board_h = (cb_rows + 2) * cb_square_size
z_height = H / 2.0
- offset = 0.05
+ 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])
+ ("/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 = Camera(prim_path="/World/Workshop/CalibrationCamera", position=np.array([-4.0, 0.0, 3.5]), frequency=20,
- resolution=(1280, 720))
- camera.set_world_pose(orientation=np.array([0.7071, 0.0, 0.7071, 0.0]))
+
+ 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")]})
+ {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")
+ 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
@@ -256,21 +278,58 @@ def main():
world.reset()
- set_camera_view(eye=np.array([-4.0, 0.0, 2.0]), target=np.array([5.0, 0.0, 3.5]))
+ # 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!纯锐利边缘棋盘格已加载完毕!")
+ print(" 🎯 标定车间完美运行!全向 AGV (蓝身红头) 已就绪!")
print(" ---------------------------------------------------")
- print(" 💡 标定算法所需的关键真值参数 (Ground Truth):")
- print(" - 内部角点维度 (Pattern Size) : 8 x 5")
- print(" - 绝对物理边长 (Square Size) : 0.20 米 (20cm)")
+ 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()
\ No newline at end of file
diff --git a/models/ack_m.urdf b/models/ack_m.urdf
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diff --git a/models/ack_m.usd b/models/ack_m.usd
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diff --git a/models/ack_m.xacro b/models/ack_m.xacro
new file mode 100755
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diff --git a/models/meshes/base_link.stl b/models/meshes/base_link.stl
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