navigation-primitives
DevelopmentShared substrate for mobile robot navigation in Isaac Sim. Covers the primitives both runtime navigation (isaac-sim-robot-navigation) and synthetic data generation (mobility-gen) build on top of: OccupancyMap from USD or ROS YAML, A* path planning + smoothing, collision-derived robot footprint / Z-offset / inscribed-and-circumscribed radii, oriented-footprint PhysX overlap_box validation, differential and holonomic wheel kinematics, look-at chase camera math, and standard navigation gotchas. Use when implementing any mobile-robot navigation in Isaac Sim, computing an occupancy map from a USD stage, planning paths over a grid, sizing buffers for robot footprints, setting up chase cameras, or as the foundation BEFORE choosing between runtime navigation and SDG pipelines. Triggers on: occupancy map, A* path planning, OccupancyMap, generate_paths, differential drive, holonomic, mecanum, robot footprint, chase camera, navigation buffer, overlap_box, oriented footprint, inscribed radius.
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Navigation Primitives — Shared Substrate
Foundation layer for mobile robot navigation. Consumed by:
isaac-sim-robot-navigation: runtime navigation in custom scripts (RL policy, physics-vs-baked, GPU OOM).mobility-gen: two-phase MobilityGen SDG (record -> replay+render).occupancy-map: produces themap.yamlconsumed here.
Read this first for any mobile-robot work, then jump to the specialization.
Shared NVIDIA APIs
| Capability | Module |
|---|---|
| Occupancy maps | isaacsim.replicator.mobility_gen.impl.occupancy_map.OccupancyMap |
| A* path planner | isaacsim.replicator.mobility_gen.impl.path_planner.generate_paths |
| Runtime omap from stage | isaacsim.asset.gen.omap.bindings._omap.Generator |
| Robot articulation | isaacsim.core.experimental.prims.Articulation |
| Differential controller | isaacsim.robot.experimental.wheeled_robots.controllers.DifferentialController |
| Holonomic controller | isaacsim.robot.wheeled_robots.controllers.holonomic_controller.HolonomicController |
| Physics lifecycle | isaacsim.core.simulation_manager.SimulationManager |
OccupancyMap.from_ros_yaml(path) loads a YAML+PNG pair (produced by occupancy-map). Both isaac-sim-robot-navigation and mobility-gen consume this same format.
Robot Footprints & Z-Offsets — Derived at Runtime
Do not hardcode footprints. Walk the articulation's collider prims and union their world-space AABBs. This handles every robot (Spot, Carter, VSVXL, Jetbot, Kaya, H1, custom) and stays correct when assets change.
import isaacsim.core.experimental.utils.bounds as bounds_utils
from pxr import Usd, UsdPhysics
import numpy as np
def compute_robot_footprint(stage: Usd.Stage, robot_root: str) -> dict:
"""Return footprint dims + Z-offset + inscribed/circumscribed radii.
Uses prims tagged with UsdPhysics.CollisionAPI under `robot_root`. Falls back
to UsdGeom.Imageable if no colliders are authored.
"""
collider_paths = []
for prim in Usd.PrimRange(stage.GetPrimAtPath(robot_root)):
if prim.HasAPI(UsdPhysics.CollisionAPI):
collider_paths.append(prim.GetPath())
if not collider_paths:
collider_paths = [stage.GetPrimAtPath(robot_root).GetPath()]
aabb = bounds_utils.compute_combined_aabb(collider_paths) # [xmin,ymin,zmin, xmax,ymax,zmax]
mn, mx = aabb[:3], aabb[3:]
size = mx - mn
origin_z = stage.GetPrimAtPath(robot_root).GetAttribute("xformOp:translate").Get()[2]
z_offset = max(0.0, origin_z - mn[2]) # how far origin sits above lowest collider
half_w, half_d = size[0] / 2.0, size[1] / 2.0
return {
"size": tuple(size), # full footprint extents (m)
"z_offset": float(z_offset), # origin → lowest collider (m)
"inscribed_radius": float(min(half_w, half_d)), # safe for ANY yaw
"circumscribed_radius": float(np.hypot(half_w, half_d)), # worst-case yaw
"aabb_min": tuple(mn),
"aabb_max": tuple(mx),
}
Use inscribed_radius when the robot can rotate freely in place (over-conservative, zero clip). Use circumscribed_radius only when you require zero false negatives. For non-circular robots (Spot, VSVXL), prefer the oriented-footprint check below over a single radius.
Always spawn the robot at z = ground + z_offset. Missing the Z-offset is the #1 cause of "robot falls through the floor" or "feet pop above ground" bugs.
Reference Values (sanity check only)
If your compute_robot_footprint output is far from these, your collider authoring or scene units are wrong:
| Robot | Expected size (m) | Expected z_offset | Inscribed r |
|---|---|---|---|
| Spot | ~1.08 × 0.44 × 0.55 | ~0.69 | ~0.22 |
| Spot + arm | ~1.10 × 0.40 × 1.20 | ~0.69 | ~0.20 |
| Nova Carter | track_w=0.499, wheel_r=0.14 | ~0.0 | ~0.25 |
| VSVXL | ~2.52 × 1.72, 6-wheel diff | ~0.0 | ~0.86 |
| Jetbot | wheel_base=0.1125, wheel_r=0.03 | ~0.02 | ~0.06 |
| Kaya (holonomic) | wheel_base=0.10, wheel_r=0.04 | ~0.02 | ~0.10 |
| H1 (humanoid) | — | ~1.05 | ~0.20 |
Occupancy Map from USD (Direct Projection)
Use when you need a runtime omap and don't already have a map.yaml. For the canonical map.yaml workflow consumed by MobilityGen, use occupancy-map instead.
from pxr import Usd, UsdGeom, Gf
import numpy as np
stage = Usd.Stage.Open(stage_path)
bbox_cache = UsdGeom.BBoxCache(Usd.TimeCode.Default(), [UsdGeom.Tokens.default_])
RESOLUTION = 0.25 # meters per cell
X_RANGE = (-15, 175)
Y_RANGE = (-25, 155)
Z_CUTOFF = 4.5 # ignore obstacles above this height
# Robot dims come from compute_robot_footprint(stage, "/World/Robot"); see above.
grid_w = int((X_RANGE[1] - X_RANGE[0]) / RESOLUTION)
grid_h = int((Y_RANGE[1] - Y_RANGE[0]) / RESOLUTION)
grid = np.zeros((grid_h, grid_w), dtype=np.uint8) # 0=free, 255=occupied
for prim in Usd.PrimRange(stage.GetPrimAtPath("/World")):
bb = bbox_cache.ComputeWorldBound(prim)
r = bb.ComputeAlignedRange()
if r.IsEmpty(): continue
mn, mx = r.GetMin(), r.GetMax()
if mn[2] > Z_CUTOFF: continue
x0 = max(0, int((mn[0] - X_RANGE[0]) / RESOLUTION))
x1 = min(grid_w, int((mx[0] - X_RANGE[0]) / RESOLUTION))
y0 = max(0, int((mn[1] - Y_RANGE[0]) / RESOLUTION))
y1 = min(grid_h, int((mx[1] - Y_RANGE[0]) / RESOLUTION))
grid[y0:y1, x0:x1] = 255
Obstacle Filtering (CRITICAL — learned 2026-03-13)
Two strategies, in order of preference:
A. Collider-driven (preferred when assets have authored colliders). Iterate only prims with UsdPhysics.CollisionAPI. This already excludes visual-only geometry (signage, decals, light cones, debug arrows) without a filter list.
from pxr import UsdPhysics
for prim in Usd.PrimRange(stage.GetPrimAtPath("/World")):
if not prim.HasAPI(UsdPhysics.CollisionAPI):
continue
enabled = prim.GetAttribute("physics:collisionEnabled")
if enabled and enabled.Get() is False:
continue
# rasterize this prim's AABB into the grid
B. Visual-bbox + filter list (fallback for scenes without colliders). Naive bbox projection fills the grid with shell, zones, signage. Filter aggressively:
SKIP_SCOPES = {"GroundPlane", "Looks", "Lighting", "Render", "PushGraph",
"DomeLight", "DemoCamera", "Spot_01", "Spot_02", "Obstacles_Anim"}
SKIP_PREFIXES = ("Floor", "FL_", "FR_", "Exit_", "Hum", "SM_Deluxe")
SKIP_CHILDREN = ("sm_warehouse_mega", "Zones", "signage")
Geometric filters (apply after either strategy):
- Skip area > 3000 m² (shell, zone assemblies)
- Skip height < 0.1 m (floor markings, safety tape)
- Skip Z_min > 3.6 m (ceiling-only objects, ≈ 3× robot height)
- Skip Z_max <
fp["z_offset"]+ 0.05 m (anything the robot can drive over)
Result on V4 KION: 244 real obstacles (vs 5000+ before filtering), 70% free space.
Buffer Sizing — Derived from Footprint
The buffer is circumscribed_radius + safety_margin, not a magic constant. Empirical safety_margin defaults (validated 2026-03-15):
| Context | Safety margin |
|---|---|
| Open corridor, smooth control | 0.10 m |
| Aisle navigation, cluttered | 0.30 m |
| Cluttered + non-zero yaw error | 0.50 m |
fp = compute_robot_footprint(stage, "/World/Robot")
buffer_m = fp["circumscribed_radius"] + 0.30 # aisle default
buffer_cells = int(round(buffer_m / RESOLUTION))
For Spot (circumscribed_radius ≈ 0.58 m) this yields ~0.88–1.08 m, not the legacy 1.5 m blanket value. The legacy value was conservatively tuned against a circular proxy; with the oriented-footprint check (below) you recover the extra ~0.5 m of navigable space.
A* Path Planning
Erode by inscribed_radius (fast, conservative). Then validate the smoothed path with an oriented-footprint collision check, which recovers the navigable space the inscribed-radius erosion threw away.
from scipy.ndimage import binary_erosion
import numpy as np
fp = compute_robot_footprint(stage, "/World/Robot")
kernel_r = int(fp["inscribed_radius"] / RESOLUTION)
kernel = np.zeros((2*kernel_r+1, 2*kernel_r+1), dtype=bool)
for dy in range(-kernel_r, kernel_r+1):
for dx in range(-kernel_r, kernel_r+1):
if dx*dx + dy*dy <= kernel_r*kernel_r:
kernel[dy+kernel_r, dx+kernel_r] = True
navigable = (grid == 0)
eroded = binary_erosion(navigable, structure=kernel)
# Standard A* over `eroded` (heapq-based)
Oriented-Footprint Collision Check (recommended for non-circular robots)
Drives the same PhysX query the simulator uses. Works in two modes:
1. Against PhysX scene (after SimulationManager.initialize()): use get_physx_scene_query_interface().overlap_box. Returns hit count; >0 means clip.
import carb
from omni.physx import get_physx_scene_query_interface
from pxr import Gf
def footprint_clips(x: float, y: float, yaw: float, fp: dict, z_query: float = 0.2) -> bool:
# half-extents of the robot footprint
half = carb.Float3(fp["size"][0] / 2, fp["size"][1] / 2, fp["size"][2] / 2)
origin = carb.Float3(x, y, z_query + fp["size"][2] / 2)
# quaternion (x, y, z, w) for yaw about Z
rot = Gf.Rotation(Gf.Vec3d(0, 0, 1), np.degrees(yaw)).GetQuat()
quat = carb.Float4(*rot.GetImaginary(), rot.GetReal())
hits = get_physx_scene_query_interface().overlap_box(
half, origin, quat, lambda h: True, anyHit=True, # early-exit on first hit
)
return hits > 0
2. Against the rasterized omap (no PhysX needed): stamp the rotated rectangle onto the obstacle grid and AND with the occupied mask.
import cv2
def footprint_clips_grid(px: int, py: int, yaw: float, fp: dict, grid: np.ndarray) -> bool:
w_cells = fp["size"][0] / RESOLUTION
h_cells = fp["size"][1] / RESOLUTION
rect = ((px, py), (w_cells, h_cells), np.degrees(yaw))
pts = cv2.boxPoints(rect).astype(np.int32)
mask = np.zeros_like(grid, dtype=np.uint8)
cv2.fillPoly(mask, [pts], 1)
return bool(np.any((grid > 0) & (mask > 0)))
Validation Pipeline (MANDATORY)
compute_robot_footprint(stage, robot_root)— get size, z_offset, radii.- Rasterize obstacles onto grid (0.25 m resolution typical).
- Binary erode with circular kernel of radius =
inscribed_radius / resolution. - A* pathfind on eroded grid.
- Catmull-Rom smooth the raw path; assign yaw =
atan2(dy, dx)along the curve. - For every smoothed waypoint, run
footprint_clips_grid(px, py, yaw, fp, grid)(orfootprint_clips(...)against PhysX). Reject the path on any hit. - If a single waypoint fails, snap to the nearest navigable cell and re-validate. If multiple fail, the inscribed-radius A* path is fundamentally bad — re-plan with a larger erosion kernel (
circumscribed_radius).
Skipping steps 6–7 produces paths that look fine on the omap but clip walls in render — especially on rectangular robots (Spot, VSVXL) cornering through aisles.
Differential Drive Kinematics
# Wheel velocities from body twist
vL = (vx - omega * track_w / 2) / wheel_r
vR = (vx + omega * track_w / 2) / wheel_r
PD steering (validated on Nova Carter / VSVXL):
- KP=2.5, KD=1.2, MAX_W=1.5 rad/s
- Waypoint tolerance: 4.0m
- Speed reduction near waypoints and during large heading errors
- Out-of-bounds: |Z| > 50 or |X|/|Y| > 500 → mark dead
VSVXL validated parameters (LLM Advisor Grok-4, 2026-03-15):
- ω = v / r (0.15m wheels → 10 rad/s for 1.5 m/s)
- Physics: dt=1/120s, substeps=4 (effective 480Hz)
- PID heading: Kp=2.0, Ki=0.1, Kd=0.5, max angular 1.0 rad/s
- Aisle speed: 0.8 m/s; corridor speed: 1.5 m/s
- Corridor buffer: 0.5m; aisle buffer: 0.2m + reduced speed
Holonomic / Mecanum (Kaya, AMR)
Use HolonomicController with HolonomicRobotUsdSetup to extract wheel positions, orientations, mecanum angles from the robot USD. Apply via WheeledRobot.apply_wheel_actions.
2D MobilityGen action [lin, ang] → 3D holonomic command [forward, lateral=0, yaw]. See mobility-gen for the WheeledMobilityGenRobot.build() override pattern.
DifferentialController + Articulation (Kit 110)
from isaacsim.robot.experimental.wheeled_robots.controllers import DifferentialController
from isaacsim.core.experimental.prims import Articulation
import numpy as np
robot = Articulation("/World/Robot")
robot.initialize_cpp_data_view()
dc = DifferentialController(wheel_radius=0.15, wheel_base=1.52)
wheel_vels = dc.forward(np.array([linear_speed, angular_speed]))
vel_targets = np.zeros((1, num_dofs))
for i in left_wheel_indices: vel_targets[0, i] = wheel_vels[0]
for i in right_wheel_indices: vel_targets[0, i] = wheel_vels[1]
robot.set_dof_velocity_targets(vel_targets)
World Transform Extraction
BBoxCache.ComputeWorldBound() returns LOCAL bounds for Cube prims — wrong for world position. For actual world position use:
xf_cache = UsdGeom.XformCache(Usd.TimeCode.Default())
world_mat = xf_cache.GetLocalToWorldTransform(prim)
position = world_mat.ExtractTranslation()
For simulated position (Articulation runtime, not authored), use:
pos_wp, quat_wp = robot.get_world_poses()
pos = pos_wp.numpy()[0] # shape (3,)
quat = quat_wp.numpy()[0] # shape (4,) [w,x,y,z]
XformCache reads authored USD. Articulation.get_world_poses() reads simulated state.
Look-At Chase Camera (MANDATORY pattern)
Never use manual rotation matrices for chase cameras. Always use look-at:
from pxr import Gf
def look_at(eye, target, up=Gf.Vec3d(0, 0, 1)):
fwd = (target - eye).GetNormalized()
right = Gf.Vec3d.GetCross(fwd, up).GetNormalized()
cam_up = Gf.Vec3d.GetCross(right, fwd)
# USD camera: -Z is forward
return Gf.Matrix4d(
right[0], right[1], right[2], 0,
cam_up[0], cam_up[1], cam_up[2], 0,
-fwd[0], -fwd[1], -fwd[2], 0,
eye[0], eye[1], eye[2], 1)
Standard camera offsets:
- Chase: 4m behind robot, 2.5m up, looking at robot center
- Overhead: 10m up, looking straight down
- POV: at robot front (1.26m forward), 0.8m height
Degenerate Up-Vector
When camera looks straight down (fwd ≈ 0,0,−1), cross(fwd, up=(0,0,1)) is zero → broken matrix → blank render. Always fallback:
up = Gf.Vec3d(0, 0, 1)
if abs(fwd * up) > 0.99:
up = Gf.Vec3d(0, 1, 0)
Common Gotchas (shared across all navigation skills)
- Feet/wheels below origin: many robots (Spot ~0.69 m, H1 ~1.05 m) have their articulation origin above the ground contact. Always call
compute_robot_footprint(stage, root)and spawn atz = ground + fp["z_offset"]. - Instancing invisible in headless Hydra:
instanceable=trueprims don't render in arm64 headless. Flatten first. - OmniGraph crashes on out-of-range frames: jumping past
endTimeCodecrashes PushGraph camera animation nodes. next_update_async: doesn't exist in Isaac Sim 6 — useomni.kit.app.get_app().next_update_async().- Per-frame yaw smoothing:
current_yaw += yaw_diff * 0.15for smooth turning instead of instant snapping. - Frame numbering for ffmpeg: sequential
frame_0000.png,frame_0001.png... NOT sparse — ffmpeg skips gaps. - Routes need lit zones: A* paths through dark corridors render as black frames. Define route waypoints in populated/lit areas, or add SphereLights at Z=3m along the route (intensity 800, radius 0.3).
Integration Points
- RECEIVES from:
occupancy-map—map.yaml+map.pngpair - RECEIVES from: any USD scene with traversable geometry
- PRODUCES for:
isaac-sim-robot-navigation— primitives for runtime navigation - PRODUCES for:
mobility-gen— primitives for SDG record/replay
Specialization Skills (read after this one)
| Goal | Skill |
|---|---|
| Drive a robot through a scene in real time (RL policy, physics, baked) | isaac-sim-robot-navigation |
| Record a trajectory and re-render it with sensors for SDG | mobility-gen |
Generate the map.yaml from USD | occupancy-map |
| Publish/subscribe nav topics to ROS 2 / Nav2 | isaac-sim-ros2-bridge |