scenic.simulators.isaac.usd_conversion
Conversion of USD stages/assets into meshes Scenic can reason about.
Summary of Module Members
Functions
Batch-convert the USD assets in |
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Convert an environment USD into a mesh plus a JSON file of prim metadata. |
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Convert a USD to a mesh file at |
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Write a flattened copy of the USD at |
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Member Details
- removeGroundPlane(file_path, output_path)[source]
Write a flattened copy of the USD at
file_pathwith any ground plane disabled.The stage is flattened so that references and payloads of the asset are still resolved once the copy lives in a different directory.
- convertUsdToMesh(backend, usd_path, mesh_path, *, load_materials=False)[source]
Convert a USD to a mesh file at
mesh_pathvia Isaac’s asset converter.The converter writes glTF with external buffers (and textures, if materials are loaded); the result is re-exported with trimesh into the single file named by
mesh_path(e.g.foo.glb.bz2, seescenic.simulators.isaac.utils.writeMesh), keeping the node names.
- convertEnvironmentUsd(usd_path, mesh_path, info_path, *, backend, load_materials=False, open_stage_func=None)[source]
Convert an environment USD into a mesh plus a JSON file of prim metadata.
The stage is flattened, every mesh prim is renamed to
prim_N(so mesh node names are unique and can be mapped back to USD paths), and the JSON records each prim’s original path, world bbox, and dimensions.