using System;
using System.Collections.Generic;
using Unity.Simulation;
using UnityEngine;
using UnityEngine.Experimental.Perception.Randomization.Randomizers;
using UnityEngine.Experimental.Perception.Randomization.Samplers;
using UnityEngine.Perception.GroundTruth;
namespace UnityEngine.Experimental.Perception.Randomization.Scenarios
{
///
/// Derive ScenarioBase to implement a custom scenario
///
[DefaultExecutionOrder(-1)]
public abstract class ScenarioBase : MonoBehaviour
{
static ScenarioBase s_ActiveScenario;
bool m_SkipFrame = true;
bool m_FirstScenarioFrame = true;
bool m_WaitingForFinalUploads;
RandomizerTagManager m_TagManager = new RandomizerTagManager();
IEnumerable activeRandomizers
{
get
{
foreach (var randomizer in m_Randomizers)
if (randomizer.enabled)
yield return randomizer;
}
}
// ReSharper disable once InconsistentNaming
[SerializeReference] internal List m_Randomizers = new List();
///
/// The RandomizerTagManager attached to this scenario
///
public RandomizerTagManager tagManager => m_TagManager;
///
/// Return the list of randomizers attached to this scenario
///
public IReadOnlyList randomizers => m_Randomizers.AsReadOnly();
///
/// If true, this scenario will quit the Unity application when it's finished executing
///
[HideInInspector] public bool quitOnComplete = true;
///
/// The name of the Json file this scenario's constants are serialized to/from.
///
[HideInInspector] public string serializedConstantsFileName = "constants";
///
/// Returns the active parameter scenario in the scene
///
public static ScenarioBase activeScenario
{
get => s_ActiveScenario;
private set
{
if (value != null && s_ActiveScenario != null && value != s_ActiveScenario)
throw new ScenarioException("There cannot be more than one active Scenario");
s_ActiveScenario = value;
}
}
///
/// Returns the file location of the JSON serialized constants
///
public string serializedConstantsFilePath =>
Application.dataPath + "/StreamingAssets/" + serializedConstantsFileName + ".json";
///
/// Returns this scenario's non-typed serialized constants
///
public abstract object genericConstants { get; }
///
/// The number of frames that have elapsed since the current scenario iteration was Setup
///
public int currentIterationFrame { get; private set; }
///
/// The number of frames that have elapsed since the scenario was initialized
///
public int framesSinceInitialization { get; private set; }
///
/// The current iteration index of the scenario
///
public int currentIteration { get; protected set; }
///
/// Returns whether the current scenario iteration has completed
///
public abstract bool isIterationComplete { get; }
///
/// Returns whether the entire scenario has completed
///
public abstract bool isScenarioComplete { get; }
///
/// Progresses the current scenario iteration
///
protected virtual void IncrementIteration()
{
currentIteration++;
}
///
/// Serializes the scenario's constants to a JSON file located at serializedConstantsFilePath
///
public abstract void Serialize();
///
/// Deserializes constants saved in a JSON file located at serializedConstantsFilePath
///
public abstract void Deserialize();
///
/// This method executed directly after this scenario has been registered and initialized
///
protected virtual void OnAwake() { }
void Awake()
{
activeScenario = this;
OnAwake();
foreach (var randomizer in m_Randomizers)
randomizer.Initialize(this, tagManager);
foreach (var randomizer in m_Randomizers)
randomizer.Create();
ValidateParameters();
// Don't skip the first frame if executing on Unity Simulation
if (Configuration.Instance.IsSimulationRunningInCloud())
m_SkipFrame = false;
}
void OnEnable()
{
activeScenario = this;
}
void OnDisable()
{
s_ActiveScenario = null;
}
void Start()
{
Deserialize();
}
void Update()
{
// TODO: remove this check when the perception camera can capture the first frame of output
if (m_SkipFrame)
{
m_SkipFrame = false;
return;
}
// Wait for any final uploads before exiting quitting
if (m_WaitingForFinalUploads && quitOnComplete)
{
Manager.Instance.Shutdown();
if (!Manager.FinalUploadsDone)
return;
#if UNITY_EDITOR
UnityEditor.EditorApplication.ExitPlaymode();
#else
Application.Quit();
#endif
return;
}
// Iterate Scenario
if (m_FirstScenarioFrame)
{
m_FirstScenarioFrame = false;
}
else
{
currentIterationFrame++;
framesSinceInitialization++;
if (isIterationComplete)
{
IncrementIteration();
currentIterationFrame = 0;
foreach (var randomizer in activeRandomizers)
randomizer.IterationEnd();
}
}
// Quit if scenario is complete
if (isScenarioComplete)
{
foreach (var randomizer in activeRandomizers)
randomizer.ScenarioComplete();
DatasetCapture.ResetSimulation();
m_WaitingForFinalUploads = true;
return;
}
// Perform new iteration tasks
if (currentIterationFrame == 0)
{
DatasetCapture.StartNewSequence();
IterateParameterStates();
foreach (var randomizer in activeRandomizers)
randomizer.IterationStart();
}
// Perform new frame tasks
foreach (var randomizer in activeRandomizers)
randomizer.Update();
}
///
/// Finds and returns a randomizer attached to this scenario of the specified Randomizer type
///
/// The type of randomizer to find
/// A randomizer of the specified type
///
public T GetRandomizer() where T : Randomizer
{
foreach (var randomizer in m_Randomizers)
if (randomizer is T typedRandomizer)
return typedRandomizer;
throw new ScenarioException($"A Randomizer of type {typeof(T).Name} was not added to this scenario");
}
///
/// Creates a new randomizer and adds it to this scenario
///
/// The type of randomizer to create
/// The newly created randomizer
public T CreateRandomizer() where T : Randomizer, new()
{
return (T)CreateRandomizer(typeof(T));
}
internal Randomizer CreateRandomizer(Type randomizerType)
{
if (!randomizerType.IsSubclassOf(typeof(Randomizer)))
throw new ScenarioException(
$"Cannot add non-randomizer type {randomizerType.Name} to randomizer list");
foreach (var randomizer in m_Randomizers)
if (randomizer.GetType() == randomizerType)
throw new ScenarioException(
$"Two Randomizers of the same type ({randomizerType.Name}) cannot both be active simultaneously");
var newRandomizer = (Randomizer)Activator.CreateInstance(randomizerType);
m_Randomizers.Add(newRandomizer);
newRandomizer.Initialize(this, tagManager);
newRandomizer.Create();
return newRandomizer;
}
///
/// Removes a randomizer of the specified type from this scenario
///
/// The type of scenario to remove
public void RemoveRandomizer() where T : Randomizer, new()
{
RemoveRandomizer(typeof(T));
}
internal void RemoveRandomizer(Type randomizerType)
{
if (!randomizerType.IsSubclassOf(typeof(Randomizer)))
throw new ScenarioException(
$"Cannot add non-randomizer type {randomizerType.Name} to randomizer list");
var removed = false;
for (var i = 0; i < m_Randomizers.Count; i++)
{
if (m_Randomizers[i].GetType() == randomizerType)
{
m_Randomizers.RemoveAt(i);
removed = true;
break;
}
}
if (!removed)
throw new ScenarioException(
$"No active Randomizer of type {randomizerType.Name} could be removed");
}
///
/// Returns the execution order index of a randomizer of the given type
///
/// The type of randomizer to index
/// The randomizer index
///
public int GetRandomizerIndex() where T : Randomizer, new()
{
for (var i = 0; i < m_Randomizers.Count; i++)
{
var randomizer = m_Randomizers[i];
if (randomizer is T)
return i;
}
throw new ScenarioException($"A Randomizer of type {typeof(T).Name} was not added to this scenario");
}
///
/// Moves a randomizer from one index to another
///
/// The index of the randomizer to move
/// The index to move the randomizer to
public void ReorderRandomizer(int currentIndex, int nextIndex)
{
if (currentIndex == nextIndex)
return;
if (nextIndex > currentIndex)
nextIndex--;
var randomizer = m_Randomizers[currentIndex];
m_Randomizers.RemoveAt(currentIndex);
m_Randomizers.Insert(nextIndex, randomizer);
}
///
/// Generates a random seed by hashing the current scenario iteration with a given base random seed
///
/// Used to offset the seed generator
/// The generated random seed
public uint GenerateRandomSeed(uint baseSeed = SamplerUtility.largePrime)
{
var seed = SamplerUtility.IterateSeed((uint)currentIteration, baseSeed);
return SamplerUtility.IterateSeed((uint)currentIteration, seed);
}
///
/// Generates a random seed by hashing three values together: an arbitrary index value,
/// the current scenario iteration, and a base random seed. This method is useful for deterministically
/// generating random seeds from within a for-loop.
///
/// An offset value hashed inside the seed generator
/// An offset value hashed inside the seed generator
/// The generated random seed
public uint GenerateRandomSeedFromIndex(int iteration, uint baseSeed = SamplerUtility.largePrime)
{
var seed = SamplerUtility.IterateSeed((uint)iteration, baseSeed);
return SamplerUtility.IterateSeed((uint)currentIteration, seed);
}
void ValidateParameters()
{
foreach (var randomizer in m_Randomizers)
foreach (var parameter in randomizer.parameters)
parameter.Validate();
}
void IterateParameterStates()
{
foreach (var randomizer in m_Randomizers)
{
foreach (var parameter in randomizer.parameters)
{
parameter.ResetState();
parameter.IterateState(currentIteration);
}
}
}
}
}