import carb from omni.kit.scripting import BehaviorScript from omni.isaac.dynamic_control import _dynamic_control from enum import Enum from pxr import Gf from threading import Thread import marshal,json import omni.kit.commands from omni.isaac.core.prims import XFormPrim import numpy as np from pxr import Gf, Sdf, Usd, UsdGeom from omni.isaac.core import SimulationContext, World import math from omni.replicator.core import utils def find_prim_path_by_name(prim_name: str, root_path: str = "/") -> str: """Recursively find the full path by Prim name""" stage = omni.usd.get_context().get_stage() prim = stage.GetPrimAtPath(root_path) def _find_prim(prim): if prim.GetName() == prim_name: return prim.GetPath().pathString for child in prim.GetChildren(): result = _find_prim(child) if result: return result return None found_path = _find_prim(prim) if not found_path: raise RuntimeError(f"Prim '{prim_name}' not found under {root_path}") return found_path # 1. prim init joint_prim = XFormPrim(find_prim_path_by_name("switch_E_button_09")) print("joint_prim",joint_prim.prim_path) # 2. articulation Root prim root_articulation_prim = find_prim_path_by_name("switch_E_body_28") print("root_articulation_prim:",root_articulation_prim) # 3. joint name joint_names = ["RevoluteJoint_switch"] # 5. light prim light_scopes=[ XFormPrim(find_prim_path_by_name("kitchen_all_light")) ] print("light_scopes", light_scopes) class RoomLightControl(BehaviorScript): def on_init(self): self.phsx_freq = 120 self.joint_handles = [] self.dc = _dynamic_control.acquire_dynamic_control_interface() light_scopes[0].set_visibility(False) # init_pose self.local_pose_button, self.local_ort_button_down = joint_prim.get_local_pose() # self.local_pose_door, self.local_ort_drawer_up = door_prim.get_local_pose() # Find Root # self.art = self.dc.get_articulation(root_articulation_prim) # if self.art == _dynamic_control.INVALID_HANDLE: # print('the prim is not an articulation') def on_destroy(self): pass def on_play(self): # self.simulation_context = SimulationContext( stage_units_in_meters=1.0, physics_dt=1.0/120, rendering_dt=1.0/120 ) # 配置物理引擎参数 # print(self.simulation_context.get_physics_context().get_gravity()) # self.simulation_context.get_physics_context().set_broadphase_type("MBP") # self.simulation_context.get_physics_context().set_solver_type("PGS") # self.simulation_context.get_physics_context().enable_gpu_dynamics(False) def on_pause(self): pass def on_stop(self): self.init_start=True for light in light_scopes: light.set_visibility(False) # light_scopes[0].set_visibility(False) # light_scopes[1].set_visibility(False) # back to initial pose joint_prim.set_local_pose(translation=self.local_pose_button) pass def on_update(self, current_time: float, delta_time: float): if delta_time <= 0: return self.active_art() self.apply_behavior() def active_art(self): # Find Root self.art = self.dc.get_articulation(root_articulation_prim) if self.art == _dynamic_control.INVALID_HANDLE: print('the prim is not an articulation') self.dc.wake_up_articulation(self.art) # Find joint self.joint_handles = [] for joint_name in joint_names: self.joint_handles.append( self.dc.find_articulation_dof(self.art, joint_name)) def apply_behavior(self): self.light_control() def light_control(self): try: # 获取当前开关状态 self.Joint1_state = self.dc.get_dof_state(self.joint_handles[0], _dynamic_control.STATE_ALL).pos current_visibility = light_scopes[0].get_visibility() # 定义开关阈值和状态 SWITCH_ON_THRESHOLD = math.radians(11) SWITCH_ON_POSITION = math.radians(13) SWITCH_OFF_POSITION = math.radians(0) # 判断开关状态并控制灯光 if self.Joint1_state < SWITCH_ON_THRESHOLD: # 开关打开状态 if not current_visibility: # 如果灯是关闭的,则打开所有灯 for light in light_scopes: light.set_visibility(True) # 设置开关到打开位置 self.dc.set_dof_position_target(self.joint_handles[0], SWITCH_OFF_POSITION) else: # 开关关闭状态 if current_visibility: # 如果灯是打开的,则关闭所有灯 for light in light_scopes: light.set_visibility(False) # 设置开关到关闭位置 self.dc.set_dof_position_target(self.joint_handles[0], SWITCH_ON_POSITION) except Exception as e: carb.log_error(f"Error in light control: {str(e)}") # 发生错误时确保灯光关闭 for light in light_scopes: light.set_visibility(False)