using System;
using Unity.Simulation;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityEngine.UIElements;
namespace UnityEngine.Perception.GroundTruth
{
///
/// Abstract class for defining custom annotation and metric generation to be run by .
/// Instances of CameraLabeler on will be invoked each frame the camera is
/// set to capture data (see ).
///
[Serializable]
public abstract class CameraLabeler
{
///
/// A human-readable description of the labeler
///
public abstract string description { get; protected set; }
///
/// Whether the CameraLabeler should be set up and called each frame.
///
public bool enabled = true;
internal bool isInitialized { get; private set; }
///
/// Labelers should set this in their setup to define if they support realtime
/// visualization of their data.
///
protected abstract bool supportsVisualization
{
get;
}
///
/// The heads up display (HUD) panel. Generally used to add stats to the display.
///
public HUDPanel hudPanel => perceptionCamera != null ? perceptionCamera.hudPanel : null;
///
/// The that contains this labeler.
///
protected PerceptionCamera perceptionCamera { get; private set; }
///
/// The SensorHandle for the that contains this labeler. Use this to report
/// annotations and metrics.
///
protected SensorHandle sensorHandle { get; private set; }
///
/// Called just before the first call to or . Implement this
/// to initialize state.
///
protected virtual void Setup() { }
///
/// Called when the labeler's visualization capability is turned on or off.
///
/// The current enabled state of the visualizer
protected virtual void OnVisualizerEnabledChanged(bool visualizerEnabled) {}
///
/// Called during the Update each frame the the labeler is enabled and is true.
///
protected virtual void OnUpdate() {}
///
/// Called just before the camera renders each frame the the labeler is enabled and is true.
///
protected virtual void OnBeginRendering() {}
///
/// Labeling pass to display labeler's visualization components, if applicable. Important note, all labeler's visualizations need
/// to use Unity's Immediate Mode GUI (IMGUI) system.
/// This called is triggered from call. This call happens immediately before
/// so that the visualization components are drawn below the UI elements.
///
protected virtual void OnVisualize() {}
///
/// In this pass, a labeler can add custom GUI controls to the scene. Important note, all labeler's additional
/// GUIs need to use Unity's Immediate Mode GUI (IMGUI) system.
/// This called is triggered from call. This call happens immediately after the
/// so that the visualization components are drawn below the UI elements.
///
protected virtual void OnVisualizeAdditionalUI() {}
///
/// Called when the Labeler is about to be destroyed or removed from the PerceptionCamera. Use this to clean up to state.
///
protected virtual void Cleanup() {}
internal void InternalSetup() => Setup();
internal bool InternalVisualizationEnabled
{
get => visualizationEnabled;
set => visualizationEnabled = value;
}
internal void InternalOnUpdate() => OnUpdate();
internal void InternalOnBeginRendering() => OnBeginRendering();
internal void InternalCleanup() => Cleanup();
internal void InternalVisualize() => OnVisualize();
private bool m_ShowVisualizations = false;
///
/// Turns on/off the labeler's realtime visualization capability. If a labeler does not support realtime
/// visualization () or visualization is not enabled on the PerceptionCamera
/// this will not function.
///
internal bool visualizationEnabled
{
get
{
return supportsVisualization && m_ShowVisualizations;
}
set
{
if (!supportsVisualization) return;
if (value != m_ShowVisualizations)
{
m_ShowVisualizations = value;
OnVisualizerEnabledChanged(m_ShowVisualizations);
}
}
}
internal void VisualizeUI()
{
if (supportsVisualization)
{
GUILayout.Label(GetType().Name);
GUILayout.BeginHorizontal();
GUILayout.Space(10);
GUILayout.Label("Enabled");
GUILayout.FlexibleSpace();
visualizationEnabled = GUILayout.Toggle(visualizationEnabled, "");
GUILayout.EndHorizontal();
if (visualizationEnabled) OnVisualizeAdditionalUI();
}
}
internal void Visualize()
{
if (visualizationEnabled) OnVisualize();
}
internal void Init(PerceptionCamera newPerceptionCamera)
{
try
{
this.perceptionCamera = newPerceptionCamera;
sensorHandle = newPerceptionCamera.SensorHandle;
Setup();
isInitialized = true;
m_ShowVisualizations = supportsVisualization && perceptionCamera.showVisualizations;
}
catch (Exception)
{
this.enabled = false;
throw;
}
}
}
}