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using System;
using Unity.Simulation;
using UnityEngine.EventSystems;
using UnityEngine.Rendering;
using UnityEngine.UI;
using UnityEngine.UIElements;
namespace UnityEngine.Perception.GroundTruth
{
/// <summary>
/// Abstract class for defining custom annotation and metric generation to be run by <see cref="PerceptionCamera"/>.
/// Instances of CameraLabeler on <see cref="PerceptionCamera.labelers"/> will be invoked each frame the camera is
/// set to capture data (see <see cref="SensorHandle.ShouldCaptureThisFrame"/>).
/// </summary>
[Serializable]
public abstract class CameraLabeler
{
/// <summary>
/// A human-readable description of the labeler
/// </summary>
public abstract string description { get; protected set; }
/// <summary>
/// Whether the CameraLabeler should be set up and called each frame.
/// </summary>
public bool enabled = true;
internal bool isInitialized { get; private set; }
/// <summary>
/// Labelers should set this in their setup to define if they support realtime
/// visualization of their data.
/// </summary>
protected abstract bool supportsVisualization
{
get;
}
/// <summary>
/// The heads up display (HUD) panel. Generally used to add stats to the display.
/// </summary>
public HUDPanel hudPanel => perceptionCamera != null ? perceptionCamera.hudPanel : null;
/// <summary>
/// The overlay panel. Used to control which full screen image visual is displayed.
/// </summary>
public OverlayPanel overlayPanel => perceptionCamera != null ? perceptionCamera.overlayPanel : null;
/// <summary>
/// The <see cref="PerceptionCamera"/> that contains this labeler.
/// </summary>
protected PerceptionCamera perceptionCamera { get; private set; }
/// <summary>
/// The SensorHandle for the <see cref="PerceptionCamera"/> that contains this labeler. Use this to report
/// annotations and metrics.
/// </summary>
protected SensorHandle sensorHandle { get; private set; }
/// <summary>
/// Called just before the first call to <see cref="OnUpdate"/> or <see cref="OnBeginRendering"/>. Implement this
/// to initialize state.
/// </summary>
protected virtual void Setup() { }
/// <summary>
/// Called when the labeler's visualization capability is turned on or off.
/// </summary>
/// <param name="visualizerEnabled">The current enabled state of the visualizer</param>
protected virtual void OnVisualizerEnabledChanged(bool visualizerEnabled) {}
/// <summary>
/// Called during the Update each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
/// </summary>
protected virtual void OnUpdate() {}
/// <summary>
/// Called just before the camera renders each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
/// </summary>
/// <param name="scriptableRenderContext">The current context from the Scriptable Render Pipeline.</param>
protected virtual void OnBeginRendering(ScriptableRenderContext scriptableRenderContext) {}
/// <summary>
/// Called just after the camera renders each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
/// </summary>
/// <param name="scriptableRenderContext">The current context from the Scriptable Render Pipeline.</param>
protected virtual void OnEndRendering(ScriptableRenderContext scriptableRenderContext) {}
/// <summary>
/// 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) <see cref="https://docs.unity3d.com/Manual/GUIScriptingGuide.html"/> system.
/// This called is triggered from <see cref="perceptionCamera.OnGUI"/> call. This call happens immediately before <see cref="OnVisualizeAdditionalUI"/>
/// so that the visualization components are drawn below the UI elements.
/// </summary>
protected virtual void OnVisualize() {}
/// <summary>
/// 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) <see cref="https://docs.unity3d.com/Manual/GUIScriptingGuide.html"/> system.
/// This called is triggered from <see cref="perceptionCamera.OnGUI"/> call. This call happens immediately after the <see cref="OnVisualize"/>
/// so that the visualization components are drawn below the UI elements.
/// </summary>
protected virtual void OnVisualizeAdditionalUI() {}
/// <summary>
/// Called when the Labeler is about to be destroyed or removed from the PerceptionCamera. Use this to clean up to state.
/// </summary>
protected virtual void Cleanup() {}
internal void InternalSetup() => Setup();
internal bool InternalVisualizationEnabled
{
get => visualizationEnabled;
set => visualizationEnabled = value;
}
internal void InternalOnUpdate() => OnUpdate();
internal void InternalOnBeginRendering(ScriptableRenderContext context) => OnBeginRendering(context);
internal void InternalOnEndRendering(ScriptableRenderContext context) => OnEndRendering(context);
internal void InternalCleanup() => Cleanup();
internal void InternalVisualize() => OnVisualize();
private bool m_ShowVisualizations = false;
/// <summary>
/// Turns on/off the labeler's realtime visualization capability. If a labeler does not support realtime
/// visualization (<see cref="supportsVisualization"/>) or visualization is not enabled on the PerceptionCamera
/// this will not function.
/// </summary>
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 && !(this is IOverlayPanelProvider))
{
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();
}
public 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;
}
}
}
}