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Update visual UI to use IMGUI system (#56)
Update visual UI to use IMGUI system (#56)
* Update visual UI to use IMGUI system Rework of visualization to use IMGUI system, allows for UI rendering to occur after all labelers execute. * Fix visualization off check * Fix for segmentation images responding to screen size changes * Adjustments for PR requests. Fixed tests in HDRP. * Move get uniqueLabelerId to public to fix editor tests * Changed HUD to just use the labeler as the key * Display no labeler enabled message If perception is ran with show visualizations on and no labelers active, a message box will display saying that no labelers are currently active/main
GitHub
4 年前
当前提交
c8cdf9d8
共有 32 个文件被更改,包括 560 次插入 和 3035 次删除
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89com.unity.perception/Runtime/GroundTruth/Labelers/BoundingBoxLabeler.cs
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77com.unity.perception/Runtime/GroundTruth/Labelers/CameraLabeler.cs
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25com.unity.perception/Runtime/GroundTruth/Labelers/ObjectCountLabeler.cs
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27com.unity.perception/Runtime/GroundTruth/Labelers/RenderedObjectInfoLabeler.cs
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99com.unity.perception/Runtime/GroundTruth/Labelers/SemanticSegmentationLabeler.cs
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167com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/HUDPanel.cs
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149com.unity.perception/Runtime/GroundTruth/PerceptionCamera.cs
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141com.unity.perception/Tests/Runtime/GroundTruthTests/VisualizationTests.cs
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4com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/solid_white.png
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104com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/solid_white.png.meta
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8com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Shaders.meta
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171com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/BoundingBoxPrefab.prefab
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7com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/BoundingBoxPrefab.prefab.meta
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598com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/GenericSlider.prefab
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7com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/GenericSlider.prefab.meta
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335com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/GenericToggle.prefab
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7com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/GenericToggle.prefab.meta
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287com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/KeyValuePanel.prefab
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7com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/KeyValuePanel.prefab.meta
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1001com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/VisualizationUI.prefab
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7com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/VisualizationUI.prefab.meta
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125com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/ControlPanel.cs
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11com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/ControlPanel.cs.meta
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41com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/KeyValuePanel.cs
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11com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/KeyValuePanel.cs.meta
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79com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/VisualizationCanvas.cs
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11com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/VisualizationCanvas.cs.meta
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0/com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Shaders/SegRemoveBackgroundShader.shader.meta
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0/com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Shaders/SegRemoveBackgroundShader.shader
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0/com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/outline_box.png
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1001
com.unity.perception/Runtime/GroundTruth/Labelers/Visualization/Resources/VisualizationUI.prefab
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using UnityEngine; |
|||
using UnityEngine.Events; |
|||
using UnityEngine.UI; |
|||
|
|||
namespace UnityEngine.Perception.GroundTruth |
|||
{ |
|||
/// <summary>
|
|||
/// The control panel for labeler visualizers. This panel resides in the upper right hand corner of
|
|||
/// the display. Any UI element can be added to the panel, but it contains helper methods to quickly
|
|||
/// create some of the most common control panel display elements: toggles and sliders.
|
|||
/// </summary>
|
|||
public class ControlPanel : MonoBehaviour |
|||
{ |
|||
HashSet<GameObject> m_Controls = new HashSet<GameObject>(); |
|||
|
|||
/// <summary>
|
|||
/// Retrieves a list of the current controls in the control panel.
|
|||
/// </summary>
|
|||
public IEnumerable<GameObject> controls => m_Controls; |
|||
|
|||
/// <summary>
|
|||
/// Adds a new UI control to the control panel. If the control cannot be added and the method will
|
|||
/// return false. Also, all UI elements must have a LayoutElement component and if they do not,
|
|||
/// this method will reject the new element, and return false.
|
|||
/// </summary>
|
|||
/// <param name="uiControl">The control that is to be added to the control panel</param>
|
|||
/// <returns>True if the control could be added, false if it there was a problem adding it</returns>
|
|||
public bool AddNewControl(GameObject uiControl) |
|||
{ |
|||
if (uiControl.GetComponent<RectTransform>() == null) |
|||
{ |
|||
Debug.LogError("Control panel UI control must have a rect transform component."); |
|||
return false; |
|||
} |
|||
|
|||
if (uiControl.GetComponent<LayoutElement>() == null) |
|||
{ |
|||
Debug.LogError("Control panel UI control must contain a layout element component."); |
|||
return false; |
|||
} |
|||
|
|||
if (m_Controls.Add(uiControl)) |
|||
{ |
|||
uiControl.transform.SetParent(this.transform, false); |
|||
return true; |
|||
} |
|||
|
|||
return false; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Removes the passed in component from the control panel. Returns
|
|||
/// false if the element does not exist. Returns true on a successful removal.
|
|||
/// The caller is responsible for destroying the control.
|
|||
/// </summary>
|
|||
/// <param name="uiControl">The control that needs to be removed from the panel</param>
|
|||
/// <returns>True if the control could be removed, false if there was an issue removing the control</returns>
|
|||
public bool RemoveControl(GameObject uiControl) |
|||
{ |
|||
if (m_Controls.Remove(uiControl)) |
|||
{ |
|||
uiControl.transform.SetParent(null); |
|||
|
|||
return true; |
|||
} |
|||
return false; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Creates a new toggle control with passed in name. The passed in listener will be
|
|||
/// called on toggle clicks. If anything goes wrong this method will return null.
|
|||
/// Returns the control panel element upon a successful add.
|
|||
/// </summary>
|
|||
/// <param name="name">The name of the toggle</param>
|
|||
/// <param name="listener">The callback action that will be triggered when the toggle's state changes</param>
|
|||
/// <returns>The created toggle</returns>
|
|||
public GameObject AddToggleControl(string name, UnityAction<bool> listener) |
|||
{ |
|||
if (listener == null) |
|||
{ |
|||
Debug.LogWarning("Adding toggle to control panel without a listener, nothing will respond to user's clicks"); |
|||
} |
|||
|
|||
var toggle = GameObject.Instantiate(Resources.Load<GameObject>("GenericToggle")); |
|||
toggle.transform.SetParent(this.transform, false); |
|||
toggle.GetComponentInChildren<Text>().text = name; |
|||
toggle.GetComponent<Toggle>().onValueChanged.AddListener(listener); |
|||
|
|||
m_Controls.Add(toggle); |
|||
|
|||
return toggle; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Creates a new slider control with the passed in name and default value. The slider's value runs from 0 to 1.
|
|||
/// The passed in listener will be called on slider changes. If anything goes wrong this method will return null.
|
|||
/// Returns the control panel element upon a successful add.
|
|||
/// </summary>
|
|||
/// <param name="name">The name of the slider control</param>
|
|||
/// <param name="defaultValue">The default value of the slider, between 0 and 1</param>
|
|||
/// <param name="listener">The callback action that will be triggered when the slider's value changes</param>
|
|||
/// <returns>The created slider</returns>
|
|||
public GameObject AddSliderControl(string name, float defaultValue, UnityAction<float> listener) |
|||
{ |
|||
if (listener == null) |
|||
{ |
|||
Debug.LogWarning("Adding slider to control panel without a listener, nothing will respond to user's interactions"); |
|||
} |
|||
|
|||
var gameObject = GameObject.Instantiate(Resources.Load<GameObject>("GenericSlider")); |
|||
gameObject.transform.SetParent(this.transform, false); |
|||
gameObject.GetComponentInChildren<Text>().text = name; |
|||
var slider = gameObject.GetComponentInChildren<Slider>(); |
|||
slider.value = defaultValue; |
|||
slider.onValueChanged.AddListener(listener); |
|||
|
|||
m_Controls.Add(gameObject); |
|||
|
|||
return gameObject; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 6dbb75c37e45a4cf68053401d3cfd19d |
|||
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executionOrder: 0 |
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
namespace UnityEngine.Perception.GroundTruth |
|||
{ |
|||
/// <summary>
|
|||
/// Key value pair panel UI object
|
|||
/// </summary>
|
|||
public class KeyValuePanel : MonoBehaviour |
|||
{ |
|||
/// <summary>
|
|||
/// Key UI text element of the panel
|
|||
/// </summary>
|
|||
public Text key = null; |
|||
/// <summary>
|
|||
/// Value UI text element of the panel
|
|||
/// </summary>
|
|||
public Text value = null; |
|||
|
|||
/// <summary>
|
|||
/// Sets the key of this key value pair
|
|||
/// </summary>
|
|||
/// <param name="k">The key of the key/value pair</param>
|
|||
public void SetKey(string k) |
|||
{ |
|||
if (k == null || k == string.Empty) return; |
|||
key.text = k; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Sets the value of this key value pair
|
|||
/// </summary>
|
|||
/// <param name="v">The value of the key/value pair</param>
|
|||
public void SetValue(string v) |
|||
{ |
|||
value.text = v; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 8ffbc2d71e7b74cdc803e4d76cff5db4 |
|||
MonoImporter: |
|||
externalObjects: {} |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.EventSystems; |
|||
|
|||
namespace UnityEngine.Perception.GroundTruth |
|||
{ |
|||
/// <summary>
|
|||
/// The visualization canvas. This canvas should contain all labeler visualization components.
|
|||
/// All visualizlation components should be added to this canvas via teh AddComponent method.
|
|||
/// </summary>
|
|||
public class VisualizationCanvas : MonoBehaviour |
|||
{ |
|||
/// <summary>
|
|||
/// The control panel contains the UI control elements used to interact with the labelers.
|
|||
/// </summary>
|
|||
public ControlPanel controlPanel; |
|||
/// <summary>
|
|||
/// The HUD panel displays realtime key/value pair data on a UI panel.
|
|||
/// </summary>
|
|||
public HUDPanel hudPanel; |
|||
/// <summary>
|
|||
/// Game object which acts as the scene container for all of the dynamic labeler visuals
|
|||
/// </summary>
|
|||
public GameObject dynaicContentHolder; |
|||
|
|||
// Start is called before the first frame update
|
|||
void Start() |
|||
{ |
|||
if (GameObject.Find("EventSystem") == null) |
|||
{ |
|||
var eventSystemGo = new GameObject("EventSystem"); |
|||
eventSystemGo.AddComponent<UnityEngine.EventSystems.EventSystem>(); |
|||
eventSystemGo.AddComponent<StandaloneInputModule>(); |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Adds a new UI components to the visualization canvas. Pass in fullscreen if the component should take up
|
|||
/// the entire screen. Pass in setAsLowestElement if the component should be rendered behind all other components.
|
|||
/// This method will return false if the element could not be added, true if everything works properly.
|
|||
/// </summary>
|
|||
/// <param name="component">UI component that should be added to this UI canvas</param>
|
|||
/// <param name="fullScreen">Should this component's rect transform be set to fill the entire dimensions of the parent, defaults to true</param>
|
|||
/// <param name="setAsLowestElement">Should this UI component be rendered as the lowest UI component in the scene, defaults to false</param>
|
|||
/// <returns>True if the component was added properly, false if an error occurred.</returns>
|
|||
public bool AddComponent(GameObject component, bool fullScreen = true, bool setAsLowestElement = false) |
|||
{ |
|||
if (component == null) |
|||
{ |
|||
Debug.LogError("Trying to add a null component to VisualizationCanvas"); |
|||
return false; |
|||
} |
|||
|
|||
RectTransform trans = component.GetComponent<RectTransform>(); |
|||
if (trans == null) |
|||
{ |
|||
Debug.LogWarning("Adding UI element without a rect transform, adding one to it"); |
|||
trans = component.AddComponent<RectTransform>(); |
|||
} |
|||
|
|||
if (fullScreen) |
|||
{ |
|||
trans.anchorMin = new Vector2(0, 0); |
|||
trans.anchorMax = new Vector2(1, 1); |
|||
trans.pivot = new Vector2(0.5f, 0.5f); |
|||
|
|||
trans.offsetMax = new Vector2(0, 0); |
|||
trans.offsetMin = new Vector2(0, 0); |
|||
} |
|||
|
|||
trans.SetParent(dynaicContentHolder.transform, false); |
|||
|
|||
if (setAsLowestElement) component.transform.SetAsFirstSibling(); |
|||
|
|||
return true; |
|||
} |
|||
} |
|||
} |
|
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