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Merge branch 'main' of https://github.cds.internal.unity3d.com/unity/com.unity.perception into fix_multi_cam

/0.9.0.preview.1_staging
Jon Hogins 3 年前
当前提交
47f2ffe4
共有 45 个文件被更改,包括 1579 次插入1134 次删除
  1. 6
      .github/pull_request_template.md
  2. 18
      .yamato/environments.yml
  3. 8
      README.md
  4. 314
      TestProjects/PerceptionHDRP/Assets/Scenes/PoseSample.unity
  5. 299
      TestProjects/PerceptionHDRP/Assets/Scenes/SampleScene.unity
  6. 2
      TestProjects/PerceptionHDRP/Assets/Scenes/SampleScene.unity.meta
  7. 73
      TestProjects/PerceptionHDRP/Assets/Scenes/SampleSceneLensDistortion.unity
  8. 10
      TestProjects/PerceptionHDRP/Packages/manifest.json
  9. 5
      TestProjects/PerceptionHDRP/ProjectSettings/EditorBuildSettings.asset
  10. 79
      TestProjects/PerceptionHDRP/ProjectSettings/ProjectSettings.asset
  11. 4
      TestProjects/PerceptionHDRP/ProjectSettings/ProjectVersion.txt
  12. 16
      TestProjects/PerceptionHDRP/UserSettings/EditorUserSettings.asset
  13. 258
      TestProjects/PerceptionURP/Assets/Scenes/PoseSample.unity
  14. 35
      TestProjects/PerceptionURP/Assets/Scenes/SampleScene.unity
  15. 70
      TestProjects/PerceptionURP/Assets/Scenes/SampleSceneLensDistortion.unity
  16. 11
      TestProjects/PerceptionURP/Assets/Settings/UniversalRPAsset.asset
  17. 6
      TestProjects/PerceptionURP/Packages/manifest.json
  18. 22
      TestProjects/PerceptionURP/Packages/packages-lock.json
  19. 4
      TestProjects/PerceptionURP/ProjectSettings/ProjectVersion.txt
  20. 2
      TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset
  21. 9
      TestProjects/PerceptionURP/ProjectSettings/VersionControlSettings.asset
  22. 13
      TestProjects/PerceptionURP/UserSettings/EditorUserSettings.asset
  23. 17
      com.unity.perception/Runtime/GroundTruth/PerceptionCamera.cs
  24. 19
      com.unity.perception/Runtime/Randomization/Scenarios/PerceptionScenario.cs
  25. 13
      com.unity.perception/Runtime/Randomization/Scenarios/UnitySimulationScenario.cs
  26. 28
      com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/RandomizerTests.cs
  27. 6
      com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ScenarioTests.cs
  28. 3
      com.unity.perception/Tests/Runtime/Unity.Perception.Runtime.Tests.asmdef
  29. 4
      TestProjects/PerceptionHDRP/Assets/New Terrain.asset
  30. 8
      TestProjects/PerceptionHDRP/Assets/New Terrain.asset.meta
  31. 492
      TestProjects/PerceptionURP/Assets/Prefabs/Rotating Keypoint Cube.prefab
  32. 7
      TestProjects/PerceptionURP/Assets/Prefabs/Rotating Keypoint Cube.prefab.meta
  33. 1
      TestProjects/PerceptionURP/UserSettings/Search.settings
  34. 198
      com.unity.perception/Tests/Runtime/GroundTruthTests/RgbOutputTests.cs
  35. 11
      com.unity.perception/Tests/Runtime/GroundTruthTests/RgbOutputTests.cs.meta
  36. 8
      TestProjects/PerceptionHDRP/Assets/Scenes/SampleScene.meta
  37. 63
      TestProjects/PerceptionHDRP/Assets/Scenes/PoseSampleSettings.lighting
  38. 8
      TestProjects/PerceptionHDRP/Assets/Scenes/PoseSampleSettings.lighting.meta
  39. 8
      TestProjects/PerceptionHDRP/Assets/StreamingAssets.meta
  40. 3
      TestProjects/PerceptionHDRP/Assets/Terrain Data.asset
  41. 8
      TestProjects/PerceptionHDRP/Assets/Terrain Data.asset.meta
  42. 8
      TestProjects/PerceptionHDRP/Assets/Resources.meta
  43. 7
      TestProjects/PerceptionURP/Assets/Prefabs/KeypointCube.prefab.meta
  44. 521
      TestProjects/PerceptionURP/Assets/Prefabs/KeypointCube.prefab
  45. 8
      com.unity.perception/Editor/Pyrception.meta

6
.github/pull_request_template.md


**At Risk Areas**:
## Checklist
- [ ] - Updated docs
- [ ] - Updated changelog
- [ ] - Updated test rail
- [ ] Updated docs
- [ ] Updated changelog
- [ ] Updated test rail

18
.yamato/environments.yml


upmci_registry: https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
# sticking to 2019.4.6f1 for testing for now because Linux Editor fails to open PerceptionHDRP on 2019.4.8f1
# see https://fogbugz.unity3d.com/default.asp?1273518_d68j5lb6eucglb84
# - version: 2019.4.18f1
- version: 2020.3.17f1
- version: 2020.3.19f1
- version: 2021.1.23f1
# - version: 2019.4.18f1
- version: 2020.3.17f1
- version: 2020.3.19f1
- version: 2021.1.23f1
# - version: 2019.4.18f1
- version: 2020.3.17f1
- version: 2020.3.19f1
- version: 2021.1.23f1
# - version: 2019.4.18f1
- version: 2020.3.17f1
- version: 2020.3.19f1
- version: 2021.1.23f1
publish_platforms:
- name: win

8
README.md


[![license badge](https://img.shields.io/badge/license-Apache--2.0-green.svg)](LICENSE.md)
<img src="https://img.shields.io/badge/unity-2019.4-green.svg?style=flat-square" alt="unity 2019.4">
<img src="https://img.shields.io/badge/unity-2020.2-green.svg?style=flat-square" alt="unity 2020.3">
<img src="https://img.shields.io/badge/unity-2020.3-green.svg?style=flat-square" alt="unity 2020.3">
<img src="https://img.shields.io/badge/unity-2021.2-green.svg?style=flat-square" alt="unity 2021.2">
> `com.unity.perception` is in active development. Its features and API are subject to significant change as development progresses.

* To allow navigating to code in all packages included in your project, in your Unity Editor, navigate to `Edit -> Preferences... -> External Tools` and check `Generate all .csproj files.`
## Known issues
* The Linux Editor 2019.4.7f1 and 2019.4.8f1 might hang when importing HDRP-based Perception projects. For Linux Editor support, use 2019.4.6f1 or 2020.1
* The Linux Editor 2019.4.7f1 and 2019.4.8f1 might hang when importing HDRP-based Perception projects. For Linux Editor support, use 2019.4.6f1 or 2020.1.
* Projects that use the Perception package on Windows or OS X will have a dependency for Python for Unity added to their manifest, in order for the new Dataset Visualizer tool to work. This tool and Python for Unity are not supported on Linux, therefore this dependency should be removed from the project's manifest file if the project is saved on Windows or OSX and opened on Linux.
## License
* [License](com.unity.perception/LICENSE.md)

314
TestProjects/PerceptionHDRP/Assets/Scenes/PoseSample.unity


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6
TestProjects/PerceptionURP/Packages/manifest.json


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22
TestProjects/PerceptionURP/Packages/packages-lock.json


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4
TestProjects/PerceptionURP/ProjectSettings/ProjectVersion.txt


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2
TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset


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9
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13
TestProjects/PerceptionURP/UserSettings/EditorUserSettings.asset


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17
com.unity.perception/Runtime/GroundTruth/PerceptionCamera.cs


static PerceptionCamera s_VisualizedPerceptionCamera;
/// <summary>
/// The number of capture-able frames that have been generated
/// </summary>
#if UNITY_EDITOR
public static int captureFrameCount => Time.frameCount - 2;
#else
public static int captureFrameCount => Time.frameCount - 1;
#endif
//TODO: Remove the Guid path when we have proper dataset merging in Unity Simulation and Thea
internal string rgbDirectory { get; } = $"RGB{Guid.NewGuid()}";
internal HUDPanel hudPanel;

Ego m_EgoMarker;
SensorHandle m_SensorHandle;
Vector2 m_ScrollPosition;
internal Action<AsyncRequest<CaptureCamera.CaptureState>> RgbCaptureReadback = null;
#if URP_PRESENT
// only used to confirm that GroundTruthRendererFeature is present in URP

}
};
AsyncRequest<CaptureCamera.CaptureState> request;
CaptureCamera.Capture(cam, colorFunctor, forceFlip: ForceFlip.None);
request = CaptureCamera.Capture(cam, colorFunctor, forceFlip: ForceFlip.None);
CaptureCamera.Capture(cam, colorFunctor, flipY: flipY);
request = CaptureCamera.Capture(cam, colorFunctor, flipY: flipY);
RgbCaptureReadback?.Invoke(request);
Profiler.EndSample();
}

19
com.unity.perception/Runtime/Randomization/Scenarios/PerceptionScenario.cs


/// </summary>
MetricDefinition m_IterationMetricDefinition;
/// <summary>
/// The scriptable render pipeline hook used to capture perception data skips the first frame of the simulation
/// when running locally, so this flag is used to track whether the first frame has been skipped yet.
/// </summary>
protected bool m_SkippedFirstFrame;
protected override bool isScenarioReadyToStart
{
get
{
if (!m_SkippedFirstFrame)
{
m_SkippedFirstFrame = true;
return false;
}
return true;
}
}
protected override bool isScenarioReadyToStart => PerceptionCamera.captureFrameCount >= 0;
/// <inheritdoc/>
protected override void OnAwake()

13
com.unity.perception/Runtime/Randomization/Scenarios/UnitySimulationScenario.cs


public abstract class UnitySimulationScenario<T> : PerceptionScenario<T>
where T : UnitySimulationScenarioConstants, new()
{
/// <inheritdoc/>
protected override bool isScenarioReadyToStart
{
get
{
if (!Configuration.Instance.IsSimulationRunningInCloud() && !m_SkippedFirstFrame)
{
m_SkippedFirstFrame = true;
return false;
}
return true;
}
}
/// <inheritdoc/>
protected sealed override bool isScenarioComplete => currentIteration >= constants.totalIterations;

28
com.unity.perception/Tests/Runtime/Randomization/RandomizerTests/RandomizerTests.cs


using System.Collections;
using NUnit.Framework;
using RandomizationTests.ScenarioTests;
using UnityEngine.Perception.GroundTruth;
using UnityEngine.Perception.Randomization.Randomizers;
using UnityEngine.Perception.Randomization.Scenarios;
using UnityEngine.TestTools;

}
// TODO: update this function once the perception camera doesn't skip the first frame
IEnumerator CreateNewScenario(int totalIterations, int framesPerIteration)
IEnumerator CreateNewScenario(int totalIterations, int framesPerIteration, Randomizer[] randomizers = null)
yield return null; // Skip first frame
if (randomizers != null)
{
foreach (var rnd in randomizers)
{
m_Scenario.AddRandomizer(rnd);
}
}
if (PerceptionCamera.captureFrameCount < 0)
{
yield return null;
}
}
[Test]

[UnityTest]
public IEnumerator OnUpdateExecutesEveryFrame()
{
yield return CreateNewScenario(10, 1);
m_Scenario.AddRandomizer(new ExampleTransformRandomizer());
yield return CreateNewScenario(10, 1, new Randomizer[] { new ExampleTransformRandomizer() });
var transform = m_TestObject.transform;
var initialPosition = Vector3.zero;
transform.position = initialPosition;

[UnityTest]
public IEnumerator OnIterationStartExecutesEveryIteration()
{
yield return CreateNewScenario(10, 2);
m_Scenario.AddRandomizer(new ExampleTransformRandomizer());
yield return CreateNewScenario(10, 2, new Randomizer[] { new ExampleTransformRandomizer() });
// Wait one frame so the next iteration can begin
yield return null;
yield return null;
Assert.AreNotEqual(initialRotation, transform.rotation);

6
com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ScenarioTests.cs


}
}
yield return null; // Skip first frame
yield return null; // Skip first Update() frame
if (PerceptionCamera.captureFrameCount < 0)
{
yield return null;
}
}
[Test]

3
com.unity.perception/Tests/Runtime/Unity.Perception.Runtime.Tests.asmdef


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"Unity.Perception.Editor",
"Unity.Simulation.Core",
"Unity.Simulation.Capture",
"Unity.RenderPipelines.HighDefinition.Runtime",
"Unity.RenderPipelines.Universal.Runtime"
],

}
],
"noEngineReferences": false
}
}

4
TestProjects/PerceptionHDRP/Assets/New Terrain.asset
文件差异内容过多而无法显示
查看文件

8
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198
com.unity.perception/Tests/Runtime/GroundTruthTests/RgbOutputTests.cs


using System;
using System.Collections;
using NUnit.Framework;
using Unity.Simulation;
using UnityEngine;
using UnityEngine.Perception.GroundTruth;
using UnityEngine.Rendering;
using UnityEngine.TestTools;
#if URP_PRESENT
using UnityEngine.Rendering.Universal;
#endif
#if HDRP_PRESENT
using UnityEngine.Rendering.HighDefinition;
#endif
namespace GroundTruthTests.RgbOutputTests
{
public abstract class RgbOutputTestBase : GroundTruthTestBase
{
internal static readonly Color32 clearPixelValue = new Color32(0, 0, 0, 0);
internal PerceptionCamera perceptionCamera;
[UnityTearDown]
public IEnumerator Teardown()
{
base.TearDown();
yield return new WaitForSeconds(2f);
}
internal IEnumerator GenerateRgbOutputAndValidateData(
Action<AsyncRequest<CaptureCamera.CaptureState>> validator = null
)
{
// Setup the readback
AsyncRequest<CaptureCamera.CaptureState> captureState = null;
void RgbCaptureReadback(AsyncRequest<CaptureCamera.CaptureState> request)
{
captureState = request;
}
perceptionCamera.RgbCaptureReadback += RgbCaptureReadback;
// Initialize camera and request a frame for readback
perceptionCamera.RequestCapture();
yield return null;
// perceptionCamera.RgbCaptureReadback -= RgbCaptureReadback;
// Preliminary check on capture
Assert.IsTrue(captureState.error == false, "Capture Request had an error.");
// Custom validation of the readback data
validator?.Invoke(captureState);
}
internal static int ImageToColorDistance(Color32 exemplar, byte[] inputs, int deviation)
{
var numItems = ArrayUtilities.Count(inputs);
var count = 0;
for (var i = 0; i < numItems; i += 4)
{
Color32 c;
c.r = inputs[i + 0];
c.g = inputs[i + 1];
c.b = inputs[i + 2];
c.a = inputs[i + 3];
var redDelta = Math.Abs(exemplar.r - c.r);
var greenDelta = Math.Abs(exemplar.g - c.g);
var blueDelta = Math.Abs(exemplar.b - c.b);
var alphaDelta = Math.Abs(exemplar.a - c.a);
if (redDelta > deviation || greenDelta > deviation || blueDelta > deviation || alphaDelta > deviation)
++count;
}
return count;
}
}
#if URP_PRESENT
public class UrpRgbOutputTests : RgbOutputTestBase
{
static UniversalRenderPipelineAsset urpAsset => GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
// Initial Project Settings
static int s_InitialMsaaSampleCount;
[OneTimeSetUp]
public void OneTimeSetup()
{
s_InitialMsaaSampleCount = urpAsset.msaaSampleCount;
}
[UnityTearDown]
public IEnumerator UrpTeardown()
{
base.TearDown();
// Reset project settings
urpAsset.msaaSampleCount = s_InitialMsaaSampleCount;
DatasetCapture.ResetSimulation();
yield return null;
}
#region MSAA Test
static MsaaQuality[] s_MSAAVariations = {
MsaaQuality.Disabled,
MsaaQuality._2x,
MsaaQuality._8x
};
[UnityTest]
public IEnumerator RgbOutput_MsaaVariation_IsNotEmpty(
[ValueSource(nameof(s_MSAAVariations))]
MsaaQuality msaa
)
{
// Setup the camera and scene
var camera = SetupCamera((cam =>
{
cam.captureRgbImages = true;
cam.captureTriggerMode = CaptureTriggerMode.Manual;
perceptionCamera = cam;
// Change the MSAA Graphics setting
urpAsset.msaaSampleCount = (int)msaa;
}));
AddTestObjectForCleanup(camera);
AddTestObjectForCleanup(TestHelper.CreateLabeledCube());
// Validate RGB output image by checking if its empty
yield return GenerateRgbOutputAndValidateData(
validator: (captureState) =>
{
// Check if color buffer is all zeros
var colorBuffer = ArrayUtilities.Cast<byte>(captureState.data.colorBuffer as Array);
var imageToColorDistance = ImageToColorDistance(clearPixelValue, colorBuffer, 0);
Assert.IsFalse(imageToColorDistance == 0, $"[URP] RGB Output was empty for MSAA (${msaa.ToString()})");
}
);
}
#endregion
}
#endif
#if HDRP_PRESENT
public class HdrpRgbOutputTests : RgbOutputTestBase
{
static HDRenderPipelineAsset urpAsset => GraphicsSettings.currentRenderPipeline as HDRenderPipelineAsset;
// Initial Project Settings
[OneTimeSetUp]
public void OneTimeSetup()
{
}
[UnityTearDown]
public IEnumerator UrpTeardown()
{
base.TearDown();
// Reset project settings
DatasetCapture.ResetSimulation();
yield return null;
}
#region Blank Image Test
[UnityTest]
public IEnumerator RgbOutput_DefaultProjectSettings_IsNotEmpty()
{
// Setup the camera and scene
var camera = SetupCamera((cam =>
{
cam.captureRgbImages = true;
cam.captureTriggerMode = CaptureTriggerMode.Manual;
perceptionCamera = cam;
}));
AddTestObjectForCleanup(camera);
AddTestObjectForCleanup(TestHelper.CreateLabeledCube());
// Validate RGB output image by checking if its empty
yield return GenerateRgbOutputAndValidateData(
validator: (captureState) =>
{
// Check if color buffer is all zeros
var colorBuffer = ArrayUtilities.Cast<byte>(captureState.data.colorBuffer as Array);
var imageToColorDistance = ImageToColorDistance(clearPixelValue, colorBuffer, 0);
Assert.IsFalse(imageToColorDistance == 0, $"[HDRP] RGB Output was empty for default project settings.");
}
);
}
#endregion
}
#endif
}

11
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