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Fix keypoint default color (#234)

* Adding box labeling examples to PoseSample

* Adding a default color to KeypointTemplate entries.

* Adding default color to keypoint and skeleton in the inspector

* Updating docs

* Updating changelog
/main
GitHub 4 年前
当前提交
6ed7d93e
共有 23 个文件被更改,包括 1552 次插入355 次删除
  1. 172
      TestProjects/PerceptionHDRP/Assets/Scenes/PoseSample.unity
  2. 178
      TestProjects/PerceptionURP/Assets/Scenes/PoseSample.unity
  3. 4
      com.unity.perception/CHANGELOG.md
  4. 143
      com.unity.perception/Documentation~/images/keypoint_template_header.png
  5. 102
      com.unity.perception/Documentation~/images/keypoint_template_keypoints.png
  6. 59
      com.unity.perception/Documentation~/images/keypoint_template_skeleton.png
  7. 4
      com.unity.perception/Runtime/GroundTruth/Labelers/KeypointTemplate.cs
  8. 52
      TestProjects/PerceptionHDRP/Assets/BoxKeypointTemplate.asset
  9. 8
      TestProjects/PerceptionHDRP/Assets/BoxKeypointTemplate.asset.meta
  10. 8
      TestProjects/PerceptionHDRP/Assets/Prefabs.meta
  11. 52
      TestProjects/PerceptionURP/Assets/BoxKeypointTemplate.asset
  12. 8
      TestProjects/PerceptionURP/Assets/BoxKeypointTemplate.asset.meta
  13. 20
      TestProjects/PerceptionURP/Assets/KeypointTemplate.asset
  14. 8
      TestProjects/PerceptionURP/Assets/KeypointTemplate.asset.meta
  15. 8
      TestProjects/PerceptionURP/Assets/Prefabs.meta
  16. 88
      com.unity.perception/Editor/GroundTruth/KeypointTemplateEditor.cs
  17. 3
      com.unity.perception/Editor/GroundTruth/KeypointTemplateEditor.cs.meta
  18. 488
      TestProjects/PerceptionHDRP/Assets/Prefabs/KeypointCube.prefab
  19. 7
      TestProjects/PerceptionHDRP/Assets/Prefabs/KeypointCube.prefab.meta
  20. 488
      TestProjects/PerceptionURP/Assets/Prefabs/KeypointCube.prefab
  21. 7
      TestProjects/PerceptionURP/Assets/Prefabs/KeypointCube.prefab.meta

172
TestProjects/PerceptionHDRP/Assets/Scenes/PoseSample.unity


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4
com.unity.perception/CHANGELOG.md


The PerceptionScenario abstract class has been added to abstract perception data capture specific functionality from the vanilla scenario lifecycle.
Improved UI for KeypointTemplate and added useful default colors for keypoint and skeleton definitions.
### Changed
Renamed all appearances of the term `KeyPoint` within types and names to `Keypoint`.

Fixed a bug where uniform probabilities were not properly reset upon adding or removing options from a Categorical Parameter's list of options.
Fixed keypoints being reporeted in wrong locations on the first frame an object is visible.
Fixed keypoints being reported in wrong locations on the first frame an object is visible.
## [0.7.0-preview.2] - 2021-02-08

143
com.unity.perception/Documentation~/images/keypoint_template_header.png

之前 之后
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102
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之前 之后
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59
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之前 之后
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4
com.unity.perception/Runtime/GroundTruth/Labelers/KeypointTemplate.cs


/// <summary>
/// The color of the keypoint in the visualization
/// </summary>
public Color color;
public Color color = Color.blue;
}
/// <summary>

/// <summary>
/// The color of the skeleton in the visualization
/// </summary>
public Color color;
public Color color = Color.blue;
}
/// <summary>

52
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TestProjects/PerceptionURP/Assets/Prefabs.meta


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com.unity.perception/Editor/GroundTruth/KeypointTemplateEditor.cs


using System.Linq;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Perception.GroundTruth;
namespace UnityEditor.Perception.GroundTruth
{
[CustomEditor(typeof(KeypointTemplate))]
public class KeypointTemplateEditor: Editor
{
ReorderableList m_KeypointsList;
ReorderableList m_SkeletonList;
private const float k_Indent = 10;
SerializedProperty keypointsProperty => this.serializedObject.FindProperty(nameof(KeypointTemplate.keypoints));
SerializedProperty skeletonProperty => this.serializedObject.FindProperty(nameof(KeypointTemplate.skeleton));
private KeypointTemplate targetObject => ((KeypointTemplate)serializedObject.targetObject);
public void OnEnable()
{
m_KeypointsList = new ReorderableList(this.serializedObject, keypointsProperty, true, false, true, true);
m_KeypointsList.drawHeaderCallback = (rect) =>
{
EditorGUI.LabelField(rect, "Keypoints", EditorStyles.largeLabel);
};
m_KeypointsList.onAddCallback += OnAddKeypointDefinition;
m_KeypointsList.elementHeightCallback =
i => EditorGUI.GetPropertyHeight(keypointsProperty.GetArrayElementAtIndex(i));
m_KeypointsList.drawElementCallback += (rect, index, active, focused) =>
{
rect.xMin += k_Indent;
EditorGUI.PropertyField(rect, keypointsProperty.GetArrayElementAtIndex(index), true);
};
m_SkeletonList = new ReorderableList(this.serializedObject, skeletonProperty, true, false, true, true);
m_SkeletonList.drawHeaderCallback = (rect) =>
{
EditorGUI.LabelField(rect, "Skeleton", EditorStyles.largeLabel);
};
m_SkeletonList.onAddCallback += OnAddSkeletonDefinition;
m_SkeletonList.drawElementCallback += (rect, index, active, focused) =>
{
rect.xMin += k_Indent;
EditorGUI.PropertyField(rect, skeletonProperty.GetArrayElementAtIndex(index), true);
};
m_SkeletonList.elementHeightCallback =
i => EditorGUI.GetPropertyHeight(skeletonProperty.GetArrayElementAtIndex(i));
}
public override void OnInspectorGUI()
{
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(KeypointTemplate.templateID)));
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(KeypointTemplate.templateName)));
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(KeypointTemplate.jointTexture)));
EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(KeypointTemplate.skeletonTexture)));
serializedObject.ApplyModifiedProperties();
m_KeypointsList.DoLayoutList();
m_SkeletonList.DoLayoutList();
}
void OnAddKeypointDefinition(ReorderableList list)
{
Undo.RegisterCompleteObjectUndo(target, "Add Keypoint Definition");
AddDefinitionToProperty(keypointsProperty);
}
void OnAddSkeletonDefinition(ReorderableList list)
{
Undo.RegisterCompleteObjectUndo(target, "Add Skeleton Definition");
AddDefinitionToProperty(skeletonProperty);
}
private void AddDefinitionToProperty(SerializedProperty property)
{
var nextIndex = property.arraySize;
property.InsertArrayElementAtIndex(nextIndex);
var arrayElementAtIndex = property.GetArrayElementAtIndex(nextIndex);
// set default color to blue because Unity does not instantiate field values based on initializers
var colorProperty = arrayElementAtIndex.FindPropertyRelative("color");
if (colorProperty.colorValue == Color.clear)
colorProperty.colorValue = Color.blue;
arrayElementAtIndex.isExpanded = true;
serializedObject.ApplyModifiedProperties();
}
}
}

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