| using UnityEngine; | |
| using System.Collections.Generic; | |
| public class UnityVisualizationManager : MonoBehaviour | |
| { | |
| public GameObject robotModelPrefab; // Assign your robot prefab in the inspector | |
| private GameObject instantiatedRobot; | |
| // This method could be called to initialize the robot in the scene | |
| public void InitializeRobot(Vector3 position, Quaternion rotation) | |
| { | |
| if (robotModelPrefab != null) | |
| { | |
| instantiatedRobot = Instantiate(robotModelPrefab, position, rotation); | |
| Debug.Log("Robot model initialized in Unity."); | |
| } | |
| else | |
| { | |
| Debug.LogError("Robot Model Prefab is not assigned!"); | |
| } | |
| } | |
| // This method could be used to update joint states from simulation | |
| public void UpdateRobotJointStates(Dictionary<string, float> jointStates) | |
| { | |
| if (instantiatedRobot != null) | |
| { | |
| foreach (var jointState in jointStates) | |
| { | |
| // Find the corresponding joint in the robot model and update its rotation | |
| // This is a simplified example; actual implementation would vary based on robot model | |
| Transform jointTransform = FindDeepChild(instantiatedRobot.transform, jointState.Key); | |
| if (jointTransform != null) | |
| { | |
| // Example: Apply rotation directly (replace with proper joint control) | |
| jointTransform.localRotation = Quaternion.Euler(0, jointState.Value, 0); | |
| } | |
| } | |
| Debug.Log("Robot joint states updated from simulation data."); | |
| } | |
| } | |
| // Helper to find a child by name deep within the hierarchy | |
| private Transform FindDeepChild(Transform aParent, string aName) | |
| { | |
| Queue<Transform> queue = new Queue<Transform>(); | |
| queue.Enqueue(aParent); | |
| while (queue.Count > 0) | |
| { | |
| var c = queue.Dequeue(); | |
| if (c.name == aName) | |
| return c; | |
| foreach(Transform t in c) | |
| queue.Enqueue(t); | |
| } | |
| return null; | |
| } | |
| // Example usage (for testing purposes) | |
| void Start() | |
| { | |
| // Example initialization | |
| // InitializeRobot(Vector3.zero, Quaternion.identity); | |
| // Example joint state update | |
| // Dictionary<string, float> testJoints = new Dictionary<string, float> | |
| // { | |
| // { "shoulder_pan_joint", 30.0f }, | |
| // { "elbow_joint", -45.0f } | |
| // }; | |
| // UpdateRobotJointStates(testJoints); | |
| } | |
| } | |
| // TODO: Expand this Unity visualization example to include full digital twin synchronization. | |
| // This would involve: | |
| // 1. Receiving real-time robot state data from an external simulation (e.g., Gazebo via ROS 2 Unity Bridge). | |
| // 2. Accurately visualizing the robot model's pose, joint states, and sensor feedback in Unity. | |
| // 3. Implementing user interaction (e.g., teleoperation) in Unity that can control the external simulation. | |
| // Ensure the example is reproducible and clearly explains setup steps (e.g., Unity project setup, | |
| // ROS 2 Unity Bridge integration, asset import). | |