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129 行
5.7 KiB
129 行
5.7 KiB
using System.Collections.Generic;
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using System.Threading;
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using Unity.Entities;
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namespace UnityEngine.Perception.GroundTruth
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{
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struct IdAssignmentParameters : IComponentData
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{
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public uint idStart;
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public uint idStep;
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}
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/// <summary>
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/// System which notifies the registered <see cref="IGroundTruthGenerator"/> about <see cref="Labeling"/> additions.
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/// </summary>
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public class GroundTruthLabelSetupSystem : ComponentSystem
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{
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List<IGroundTruthGenerator> m_ActiveGenerators = new List<IGroundTruthGenerator>();
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ThreadLocal<MaterialPropertyBlock> m_MaterialPropertyBlocks = new ThreadLocal<MaterialPropertyBlock>();
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int m_CurrentObjectIndex = -1;
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/// <inheritdoc/>
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protected override void OnCreate()
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{
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//These are here to inform the system runner the queries we are interested in. Without these calls, OnUpdate() might not be called
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GetEntityQuery(ComponentType.Exclude<GroundTruthInfo>(), ComponentType.ReadOnly<Labeling>());
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GetEntityQuery(ComponentType.ReadOnly<GroundTruthInfo>(), ComponentType.ReadOnly<Labeling>());
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}
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/// <inheritdoc/>
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protected override void OnUpdate()
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{
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var entityQuery = Entities.WithAll<IdAssignmentParameters>().ToEntityQuery();
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IdAssignmentParameters idAssignmentParameters;
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if (entityQuery.CalculateEntityCount() == 1)
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idAssignmentParameters = entityQuery.GetSingleton<IdAssignmentParameters>();
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else
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idAssignmentParameters = new IdAssignmentParameters {idStart = 1, idStep = 1};
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var entityCount = Entities.WithAll<Labeling, GroundTruthInfo>().ToEntityQuery().CalculateEntityCount();
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if (entityCount == 0)
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m_CurrentObjectIndex = -1;
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Entities.WithNone<GroundTruthInfo>().ForEach((Entity e, Labeling labeling) =>
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{
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var objectIndex = (uint)Interlocked.Increment(ref m_CurrentObjectIndex);
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var instanceId = idAssignmentParameters.idStart + objectIndex * idAssignmentParameters.idStep;
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var gameObject = labeling.gameObject;
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if (!m_MaterialPropertyBlocks.IsValueCreated)
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m_MaterialPropertyBlocks.Value = new MaterialPropertyBlock();
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InitGameObjectRecursive(gameObject, m_MaterialPropertyBlocks.Value, labeling, instanceId);
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EntityManager.AddComponentData(e, new GroundTruthInfo
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{
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instanceId = instanceId
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});
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labeling.SetInstanceId(instanceId);
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});
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}
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void InitGameObjectRecursive(GameObject gameObject, MaterialPropertyBlock mpb, Labeling labeling, uint instanceId)
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{
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var renderer = (Renderer)gameObject.GetComponent<MeshRenderer>();
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if (renderer == null)
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renderer = gameObject.GetComponent<SkinnedMeshRenderer>();
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if (renderer != null)
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{
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renderer.GetPropertyBlock(mpb);
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foreach (var pass in m_ActiveGenerators)
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pass.SetupMaterialProperties(mpb, renderer, labeling, instanceId);
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renderer.SetPropertyBlock(mpb);
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var materialCount = renderer.materials.Length;
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for (int i = 0; i < materialCount; i++)
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{
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renderer.GetPropertyBlock(mpb, i);
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//Only apply to individual materials if there is already a MaterialPropertyBlock on it
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if (!mpb.isEmpty)
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{
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foreach (var pass in m_ActiveGenerators)
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pass.SetupMaterialProperties(mpb, renderer, labeling, instanceId);
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renderer.SetPropertyBlock(mpb, i);
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}
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}
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}
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for (var i = 0; i < gameObject.transform.childCount; i++)
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{
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var child = gameObject.transform.GetChild(i).gameObject;
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if (child.GetComponent<Labeling>() != null)
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continue;
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InitGameObjectRecursive(child, mpb, labeling, instanceId);
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}
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}
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/// <summary>
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/// Activates the given <see cref="IGroundTruthGenerator"/>. <see cref="IGroundTruthGenerator.SetupMaterialProperties"/>
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/// will be called for all <see cref="MeshRenderer"/> instances under each object containing a <see cref="Labeling"/> component.
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/// </summary>
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/// <param name="generator">The generator to register</param>
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public void Activate(IGroundTruthGenerator generator)
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{
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m_ActiveGenerators.Add(generator);
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Entities.ForEach((Labeling labeling, ref GroundTruthInfo info) =>
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{
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var gameObject = labeling.gameObject;
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InitGameObjectRecursive(gameObject, m_MaterialPropertyBlocks.Value, labeling, info.instanceId);
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});
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}
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/// <summary>
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/// Deactivates the given <see cref="IGroundTruthGenerator"/>. It will no longer receive calls when <see cref="Labeling"/> instances are created.
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/// </summary>
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/// <param name="generator">The generator to deactivate</param>
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/// <returns>True if the <see cref="generator"/> was successfully removed. False if <see cref="generator"/> was not active.</returns>
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public bool Deactivate(IGroundTruthGenerator generator)
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{
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return m_ActiveGenerators.Remove(generator);
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}
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internal void RefreshLabeling(Entity labelingEntity)
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{
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EntityManager.RemoveComponent<GroundTruthInfo>(labelingEntity);
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}
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}
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}
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