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71 行
2.6 KiB
71 行
2.6 KiB
using System;
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using Unity.Simulation;
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using UnityEngine.Perception.GroundTruth;
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namespace UnityEngine.Perception.Randomization.Scenarios
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{
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/// <summary>
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/// Derive this class to configure perception data capture while coordinating a scenario
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/// </summary>
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/// <typeparam name="T">The type of scenario constants to serialize</typeparam>
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public abstract class PerceptionScenario<T> : Scenario<T> where T : ScenarioConstants, new()
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{
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/// <summary>
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/// The guid used to identify this scenario's Iteration Metric Definition
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/// </summary>
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const string k_ScenarioIterationMetricDefinitionId = "DB1B258E-D1D0-41B6-8751-16F601A2E230";
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/// <summary>
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/// The metric definition used to report the current scenario iteration
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/// </summary>
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MetricDefinition m_IterationMetricDefinition;
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/// <inheritdoc/>
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protected override bool isScenarioReadyToStart => PerceptionCamera.captureFrameCount >= 0;
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/// <inheritdoc/>
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protected override void OnAwake()
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{
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m_IterationMetricDefinition = DatasetCapture.RegisterMetricDefinition(
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"scenario_iteration", "Iteration information for dataset sequences",
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Guid.Parse(k_ScenarioIterationMetricDefinitionId));
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}
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/// <inheritdoc/>
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protected override void OnStart()
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{
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var randomSeedMetricDefinition = DatasetCapture.RegisterMetricDefinition(
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"random-seed",
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"The random seed used to initialize the random state of the simulation. Only triggered once per simulation.",
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Guid.Parse("14adb394-46c0-47e8-a3f0-99e754483b76"));
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DatasetCapture.ReportMetric(randomSeedMetricDefinition, new[] { genericConstants.randomSeed });
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}
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/// <inheritdoc/>
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protected override void OnIterationStart()
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{
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DatasetCapture.StartNewSequence();
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DatasetCapture.ReportMetric(m_IterationMetricDefinition, new[]
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{
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new IterationMetricData { iteration = currentIteration }
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});
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}
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/// <inheritdoc/>
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protected override void OnComplete()
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{
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DatasetCapture.ResetSimulation();
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Manager.Instance.Shutdown();
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Quit();
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}
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/// <summary>
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/// Used to report a scenario iteration as a perception metric
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/// </summary>
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struct IterationMetricData
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{
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// ReSharper disable once NotAccessedField.Local
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public int iteration;
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}
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}
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}
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