feat:完善了自动标定车间的环境

This commit is contained in:
li-shihao-code
2026-02-25 20:35:58 +08:00
commit ba24d3fc1a
16 changed files with 1291 additions and 0 deletions
+276
View File
@@ -0,0 +1,276 @@
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
# 【🔥核心防坑:只依赖底层基石 USD API】
import omni.usd
from pxr import Gf, Sdf, UsdShade, UsdGeom, Vt
from omni.isaac.core import World
from omni.isaac.core.objects import FixedCuboid
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
def create_checkerboard_image(filepath="checkerboard.png", rows=6, cols=9, square_size_px=100):
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)
pitch_angle = 15.0
quat = euler_angles_to_quat(np.array([0, pitch_angle, 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})
# ================= 【🔥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
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")
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.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
# 🔥🔥🔥 核心修改 2:适当提升分辨率 🔥🔥🔥
# 将 square_size_px 从 100 提高到 500
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 = 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.initialize()
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")
return world
def main():
world = build_workshop()
world.reset()
set_camera_view(eye=np.array([-4.0, 0.0, 2.0]), target=np.array([5.0, 0.0, 3.5]))
print("======================================================")
print(" 🎯 标定车间完美运行!纯锐利边缘棋盘格已加载完毕!")
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("======================================================")
while simulation_app.is_running():
world.step(render=True)
simulation_app.close()
if __name__ == "__main__":
main()