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using System;
using System.Collections.Generic;
using System.Linq;
namespace UnityEngine.Perception.GroundTruth
{
/// <summary>
/// Record that maps a pose to a timestamp
/// </summary>
[Serializable]
public class PoseTimestampRecord
{
/// <summary>
/// The percentage within the clip that the pose starts, a value from 0 (beginning) to 1 (end)
/// </summary>
[Tooltip("The percentage within the clip that the pose starts, a value from 0 (beginning) to 1 (end)")]
public float startOffsetPercent;
/// <summary>
/// The label to use for any captures inside of this time period
/// </summary>
public string poseLabel;
}
/// <summary>
/// The animation pose label is a mapping that file that maps a time range in an animation clip to a ground truth
/// pose. The timestamp record is defined by a pose label and a duration. The timestamp records are order dependent
/// and build on the previous entries. This means that if the first record has a duration of 5, then it will be the label
/// for all points in the clip from 0 (the beginning) to the five second mark. The next record will then go from the end
/// of the previous clip to its duration. If there is time left over in the flip, the final entry will be used.
/// </summary>
[CreateAssetMenu(fileName = "AnimationPoseTimestamp", menuName = "Perception/Animation Pose Timestamps")]
public class AnimationPoseLabel : ScriptableObject
{
/// <summary>
/// The animation clip used for all of the timestamps
/// </summary>
public AnimationClip animationClip;
/// <summary>
/// The list of timestamps, order dependent
/// </summary>
public List<PoseTimestampRecord> timestamps;
/// <summary>
/// Retrieves the pose for the clip at the current time.
/// </summary>
/// <param name="time">The time in question</param>
/// <returns>The pose for the passed in time</returns>
public string GetPoseAtTime(float time)
{
if (time < 0 || time > 1) return "unset";
var i = 1;
for (i = 1; i < timestamps.Count; i++)
{
if (timestamps[i].startOffsetPercent > time) break;
}
return timestamps[i - 1].poseLabel;
}
}
}