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445 行
16 KiB
445 行
16 KiB
using System;
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using System.Collections.Generic;
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using System.IO;
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using Unity.Simulation;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Perception.GroundTruth;
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using UnityEngine.Perception.Randomization.Parameters;
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using UnityEngine.Perception.Randomization.Randomizers;
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using UnityEngine.Perception.Randomization.Samplers;
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using UnityEngine.Perception.Randomization.Scenarios.Serialization;
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namespace UnityEngine.Perception.Randomization.Scenarios
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{
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/// <summary>
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/// Derive ScenarioBase to implement a custom scenario
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/// </summary>
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[DefaultExecutionOrder(-1)]
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public abstract class ScenarioBase : MonoBehaviour
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{
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const string k_ScenarioIterationMetricDefinitionId = "DB1B258E-D1D0-41B6-8751-16F601A2E230";
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static ScenarioBase s_ActiveScenario;
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MetricDefinition m_IterationMetricDefinition;
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/// <summary>
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/// The list of randomizers managed by this scenario
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/// </summary>
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[SerializeReference] protected List<Randomizer> m_Randomizers = new List<Randomizer>();
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/// <summary>
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/// On some platforms, the simulation capture package cannot capture the first frame of output,
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/// so this field is used to track whether the first frame has been skipped yet.
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/// </summary>
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protected bool m_SkipFrame = true;
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/// <summary>
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/// Setting this field to true will cause the scenario to enter an idle state. By default, scenarios will enter
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/// the idle state after its isScenarioComplete property has returned true.
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/// </summary>
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protected bool m_Idle;
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/// <summary>
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/// Enumerates over all enabled randomizers
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/// </summary>
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public IEnumerable<Randomizer> activeRandomizers
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{
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get
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{
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foreach (var randomizer in m_Randomizers)
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if (randomizer.enabled)
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yield return randomizer;
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}
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}
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/// <summary>
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/// Return the list of randomizers attached to this scenario
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/// </summary>
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public IReadOnlyList<Randomizer> randomizers => m_Randomizers.AsReadOnly();
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/// <summary>
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/// Returns the active parameter scenario in the scene
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/// </summary>
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public static ScenarioBase activeScenario
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{
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get
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{
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#if UNITY_EDITOR
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// This compiler define is required to allow samplers to
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// iterate the scenario's random state in edit-mode
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if (s_ActiveScenario == null)
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s_ActiveScenario = FindObjectOfType<ScenarioBase>();
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#endif
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return s_ActiveScenario;
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}
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private set
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{
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if (value != null && s_ActiveScenario != null && value != s_ActiveScenario)
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throw new ScenarioException("There cannot be more than one active Scenario");
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s_ActiveScenario = value;
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}
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}
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/// <summary>
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/// Returns this scenario's non-typed serialized constants
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/// </summary>
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public abstract ScenarioConstants genericConstants { get; }
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/// <summary>
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/// The number of frames that have elapsed since the current scenario iteration was Setup
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/// </summary>
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public int currentIterationFrame { get; private set; }
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/// <summary>
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/// The number of frames that have elapsed since the scenario was initialized
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/// </summary>
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public int framesSinceInitialization { get; private set; }
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/// <summary>
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/// The current iteration index of the scenario
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/// </summary>
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public int currentIteration { get; protected set; }
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/// <summary>
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/// Returns whether the current scenario iteration has completed
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/// </summary>
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public abstract bool isIterationComplete { get; }
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/// <summary>
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/// Returns whether the entire scenario has completed
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/// </summary>
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public abstract bool isScenarioComplete { get; }
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/// <summary>
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/// This method selects what the next iteration index will be. By default, the scenario will simply progress to
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/// the next iteration, but this behaviour can be overriden.
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/// </summary>
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protected virtual void IncrementIteration()
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{
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currentIteration++;
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}
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/// <summary>
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/// Serializes the scenario's constants and randomizer settings to a JSON string
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/// </summary>
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/// <returns>The scenario configuration as a JSON string</returns>
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public virtual string SerializeToJson()
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{
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return ScenarioSerializer.SerializeToJsonString(this);
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}
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/// <summary>
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/// Serializes the scenario's constants and randomizer settings to a JSON file located at the path resolved by
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/// the defaultConfigFilePath scenario property
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/// </summary>
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/// <param name="filePath">The file path to serialize the scenario to</param>
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public virtual void SerializeToFile(string filePath)
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{
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ScenarioSerializer.SerializeToFile(this, filePath);
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}
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/// <summary>
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/// Overwrites this scenario's randomizer settings and scenario constants from a JSON serialized configuration
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/// </summary>
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/// <param name="json">The JSON string to deserialize</param>
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public virtual void DeserializeFromJson(string json)
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{
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ScenarioSerializer.Deserialize(this, json);
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}
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/// <summary>
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/// Overwrites this scenario's randomizer settings and scenario constants using a configuration file located at
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/// the provided file path
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/// </summary>
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/// <param name="configFilePath">The file path to the configuration file to deserialize</param>
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public virtual void DeserializeFromFile(string configFilePath)
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{
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if (string.IsNullOrEmpty(configFilePath))
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throw new ArgumentException($"{nameof(configFilePath)} is null or empty");
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if (!File.Exists(configFilePath))
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throw new ArgumentException($"No configuration file found at {configFilePath}");
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var jsonText = File.ReadAllText(configFilePath);
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DeserializeFromJson(jsonText);
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var absolutePath = Path.GetFullPath(configFilePath);
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#if UNITY_EDITOR
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Debug.Log($"Deserialized scenario configuration from {absolutePath}. " +
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"Using undo in the editor will revert these changes to your scenario.");
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#else
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Debug.Log($"Deserialized scenario configuration from {absolutePath}");
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#endif
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}
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/// <summary>
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/// Resets SamplerState.randomState with a new seed value generated by hashing this Scenario's randomSeed
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/// with its currentIteration
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/// </summary>
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protected virtual void ResetRandomStateOnIteration()
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{
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SamplerState.randomState = SamplerUtility.IterateSeed((uint)currentIteration, genericConstants.randomSeed);
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}
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/// <summary>
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/// OnAwake is called right after this scenario MonoBehaviour is created or instantiated
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/// </summary>
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protected virtual void OnAwake() { }
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/// <summary>
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/// OnStart is called after Awake but before the first Update method call
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/// </summary>
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protected virtual void OnStart()
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{
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#if !UNITY_EDITOR
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var args = Environment.GetCommandLineArgs();
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var filePath = string.Empty;
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for (var i = 0; i < args.Length - 1; i++)
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{
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if (args[i] == "--scenario-config-file")
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{
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filePath = args[i + 1];
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break;
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}
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}
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if (string.IsNullOrEmpty(filePath))
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{
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Debug.Log("No --scenario-config-file command line arg specified. " +
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"Proceeding with editor assigned scenario configuration values.");
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return;
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}
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try
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{
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DeserializeFromFile(filePath);
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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Debug.LogError("An exception was caught while attempting to parse a " +
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$"scenario configuration file at {filePath}. Cleaning up and exiting simulation.");
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m_Idle = true;
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}
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#endif
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}
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/// <summary>
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/// OnComplete is called when this scenario's isScenarioComplete property
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/// returns true during its main update loop
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/// </summary>
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protected virtual void OnComplete()
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{
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DatasetCapture.ResetSimulation();
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m_Idle = true;
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}
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/// <summary>
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/// OnIdle is called each frame after the scenario has completed
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/// </summary>
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protected virtual void OnIdle()
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{
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Manager.Instance.Shutdown();
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if (!Manager.FinalUploadsDone)
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return;
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#if UNITY_EDITOR
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EditorApplication.ExitPlaymode();
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#else
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Application.Quit();
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#endif
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}
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void Awake()
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{
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activeScenario = this;
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foreach (var randomizer in m_Randomizers)
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randomizer.Create();
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ValidateParameters();
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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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OnAwake();
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}
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/// <summary>
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/// OnEnable is called when this scenario is enabled
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/// </summary>
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protected virtual void OnEnable()
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{
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activeScenario = this;
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}
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/// <summary>
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/// OnEnable is called when this scenario is disabled
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/// </summary>
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protected virtual void OnDisable()
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{
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activeScenario = null;
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}
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void Start()
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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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OnStart();
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}
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void Update()
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{
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// TODO: remove this check when the perception camera can capture the first frame of output
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if (m_SkipFrame)
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{
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m_SkipFrame = false;
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return;
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}
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// Wait for any final uploads before exiting quitting
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if (m_Idle)
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{
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OnIdle();
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return;
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}
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// Increment iteration and cleanup last iteration
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if (isIterationComplete)
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{
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IncrementIteration();
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currentIterationFrame = 0;
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foreach (var randomizer in activeRandomizers)
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randomizer.IterationEnd();
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}
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// Quit if scenario is complete
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if (isScenarioComplete)
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{
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foreach (var randomizer in activeRandomizers)
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randomizer.ScenarioComplete();
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OnComplete();
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}
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// Perform new iteration tasks
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if (currentIterationFrame == 0)
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{
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DatasetCapture.StartNewSequence();
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ResetRandomStateOnIteration();
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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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foreach (var randomizer in activeRandomizers)
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randomizer.IterationStart();
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}
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// Perform new frame tasks
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foreach (var randomizer in activeRandomizers)
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randomizer.Update();
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// Iterate scenario frame count
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currentIterationFrame++;
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framesSinceInitialization++;
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}
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/// <summary>
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/// Called by the "Add Randomizer" button in the scenario Inspector
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/// </summary>
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/// <param name="randomizerType">The type of randomizer to create</param>
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/// <returns>The newly created randomizer</returns>
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/// <exception cref="ScenarioException"></exception>
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internal Randomizer CreateRandomizer(Type randomizerType)
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{
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if (!randomizerType.IsSubclassOf(typeof(Randomizer)))
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throw new ScenarioException(
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$"Cannot add non-randomizer type {randomizerType.Name} to randomizer list");
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var newRandomizer = (Randomizer)Activator.CreateInstance(randomizerType);
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AddRandomizer(newRandomizer);
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return newRandomizer;
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}
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/// <summary>
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/// Append a randomizer to the end of the randomizer list
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/// </summary>
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/// <param name="newRandomizer"></param>
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public void AddRandomizer(Randomizer newRandomizer)
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{
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InsertRandomizer(m_Randomizers.Count, newRandomizer);
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}
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/// <summary>
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/// Insert a randomizer at a given index within the randomizer list
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/// </summary>
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/// <param name="index">The index to place the randomizer</param>
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/// <param name="newRandomizer">The randomizer to add to the list</param>
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/// <exception cref="ScenarioException"></exception>
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public void InsertRandomizer(int index, Randomizer newRandomizer)
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{
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foreach (var randomizer in m_Randomizers)
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if (randomizer.GetType() == newRandomizer.GetType())
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throw new ScenarioException(
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$"Cannot add another randomizer of type ${newRandomizer.GetType()} when " +
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$"a scenario of this type is already present in the scenario");
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m_Randomizers.Insert(index, newRandomizer);
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#if UNITY_EDITOR
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if (Application.isPlaying)
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newRandomizer.Create();
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#else
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newRandomizer.Create();
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#endif
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}
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/// <summary>
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/// Remove the randomizer present at the given index
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/// </summary>
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/// <param name="index">The index of the randomizer to remove</param>
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public void RemoveRandomizerAt(int index)
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{
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m_Randomizers.RemoveAt(index);
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}
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/// <summary>
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/// Returns the randomizer present at the given index
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/// </summary>
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/// <param name="index">The lookup index</param>
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/// <returns>The randomizer present at the given index</returns>
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public Randomizer GetRandomizer(int index)
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{
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return m_Randomizers[index];
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}
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/// <summary>
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/// Finds and returns a randomizer attached to this scenario of the specified Randomizer type
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/// </summary>
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/// <typeparam name="T">The type of randomizer to find</typeparam>
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/// <returns>A randomizer of the specified type</returns>
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/// <exception cref="ScenarioException"></exception>
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public T GetRandomizer<T>() where T : Randomizer
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{
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foreach (var randomizer in m_Randomizers)
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if (randomizer is T typedRandomizer)
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return typedRandomizer;
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throw new ScenarioException($"A Randomizer of type {typeof(T).Name} was not added to this scenario");
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}
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void ValidateParameters()
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{
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foreach (var randomizer in m_Randomizers)
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foreach (var parameter in randomizer.parameters)
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try
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{
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parameter.Validate();
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}
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catch (ParameterValidationException exception)
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{
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Debug.LogException(exception, this);
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}
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}
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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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