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186 行
6.8 KiB
186 行
6.8 KiB
using System;
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using Unity.Simulation;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace UnityEngine.Perception.GroundTruth
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{
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/// <summary>
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/// Abstract class for defining custom annotation and metric generation to be run by <see cref="PerceptionCamera"/>.
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/// Instances of CameraLabeler on <see cref="PerceptionCamera.labelers"/> will be invoked each frame the camera is
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/// set to capture data (see <see cref="SensorHandle.ShouldCaptureThisFrame"/>).
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/// </summary>
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[Serializable]
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public abstract class CameraLabeler
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{
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/// <summary>
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/// Whether the CameraLabeler should be set up and called each frame.
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/// </summary>
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public bool enabled = true;
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internal bool isInitialized { get; private set; }
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/// <summary>
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/// Labelers should set this in their setup to define if they support realtime
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/// visualization of their data.
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/// </summary>
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protected abstract bool supportsVisualization
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{
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get;
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}
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/// <summary>
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/// Static counter shared by all lableler classes. If any visualizers are
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/// active then perception camera cannot operate in asynchronous mode.
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/// </summary>
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private static int activeVisualizers = 0;
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private static VisualizationCanvas m_Canvas = null;
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/// <summary>
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/// Retrieve a handle to the visualization canvas <see cref="VisualizationCanvas". This is the specific canvas that all visualization
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/// labelers should be added to. The canvas has helper functions to create many common visualization components.
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/// </summary>
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public VisualizationCanvas canvas
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{
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get
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{
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if (m_Canvas == null)
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{
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m_Canvas = GameObject.Instantiate(Resources.Load<GameObject>("VisualizationUI")).GetComponent<VisualizationCanvas>();
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};
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return m_Canvas;
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}
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}
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/// <summary>
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/// The control panel that is attached to the visualization canvas. The common location to add interactive controls.
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/// </summary>
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public ControlPanel controlPanel
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{
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get
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{
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return canvas.controlPanel;
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}
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}
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/// <summary>
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/// The heads up display (HUD) panel. Generally used to add stats to the display.
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/// </summary>
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public HUDPanel hudPanel
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{
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get
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{
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return canvas.hudPanel;
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}
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}
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/// <summary>
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/// The <see cref="PerceptionCamera"/> that contains this labeler.
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/// </summary>
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protected PerceptionCamera perceptionCamera { get; private set; }
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/// <summary>
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/// The SensorHandle for the <see cref="PerceptionCamera"/> that contains this labeler. Use this to report
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/// annotations and metrics.
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/// </summary>
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protected SensorHandle sensorHandle { get; private set; }
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/// <summary>
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/// Called just before the first call to <see cref="OnUpdate"/> or <see cref="OnBeginRendering"/>. Implement this
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/// to initialize state.
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/// </summary>
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protected virtual void Setup() { }
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/// <summary>
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/// Called immediately after <see cref="setup"/>. Implement this to initialize labeler's visualization
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/// capability if one exists <see cref="supportVisualization"/>.
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/// </summary>
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protected virtual void PopulateVisualizationPanel(ControlPanel panel) { }
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/// <summary>
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/// Called when the labeler's visualization capability is turned on or off.
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/// </summary>
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protected virtual void OnVisualizerActiveStateChanged(bool enabled) {}
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/// <summary>
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/// Called during the Update each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
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/// </summary>
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protected virtual void OnUpdate() {}
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/// <summary>
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/// Called just before the camera renders each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
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/// </summary>
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protected virtual void OnBeginRendering() {}
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/// <summary>
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/// Called when the Labeler is about to be destroyed or removed from the PerceptionCamera. Use this to clean up to state.
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/// </summary>
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protected virtual void Cleanup() {}
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internal void InternalSetup() => Setup();
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internal void InternalPopulateVisualizationPanel(GameObject panel) => PopulateVisualizationPanel(controlPanel);
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internal void InternalVisualizerActiveStateChanged(bool enabled) => OnVisualizerActiveStateChanged(enabled);
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internal void InternalOnUpdate() => OnUpdate();
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internal void InternalOnBeginRendering() => OnBeginRendering();
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internal void InternalCleanup() => Cleanup();
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private bool m_VisualizationEnabled = true;
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/// <summary>
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/// Turns on/off the labeler's realtime visualization capability. If a labeler
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/// does not support realtime visualization (<see cref="supportsVisualization"/>)
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/// this will not function.
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/// </summary>
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protected bool visualizationEnabled
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{
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get
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{
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return supportsVisualization && m_VisualizationEnabled;
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}
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set
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{
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if (!supportsVisualization) return;
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if (value != m_VisualizationEnabled)
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{
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m_VisualizationEnabled = value;
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if (m_VisualizationEnabled)
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activeVisualizers++;
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else
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activeVisualizers--;
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if (activeVisualizers > 0)
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CaptureOptions.useAsyncReadbackIfSupported = false;
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else
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CaptureOptions.useAsyncReadbackIfSupported = true;
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OnVisualizerActiveStateChanged(m_VisualizationEnabled);
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}
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}
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}
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internal void Init(PerceptionCamera newPerceptionCamera)
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{
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try
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{
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this.perceptionCamera = newPerceptionCamera;
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sensorHandle = newPerceptionCamera.SensorHandle;
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Setup();
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isInitialized = true;
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if (supportsVisualization)
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{
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InitVisualizationUI();
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}
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}
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catch (Exception)
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{
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this.enabled = false;
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throw;
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}
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}
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private void InitVisualizationUI()
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{
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PopulateVisualizationPanel(controlPanel);
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}
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}
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}
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