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using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections.LowLevel.Unsafe;
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 config is a configuration 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 start time. The timestamp records are order dependent.
/// </summary>
[CreateAssetMenu(fileName = "AnimationPoseConfig", menuName = "Perception/Animation Pose Config")]
public class AnimationPoseConfig : 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;
SortedList<float, string> sortedTimestamps;
void OnEnable()
{
sortedTimestamps = new SortedList<float, string>(timestamps.Count);
foreach (var ts in timestamps)
{
sortedTimestamps.Add(ts.startOffsetPercent, ts.poseLabel);
}
}
const string k_Unset = "unset";
/// <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 k_Unset;
if (timestamps == null || !timestamps.Any()) return k_Unset;
// Special case code if there is only 1 timestamp in the config
if (sortedTimestamps.Keys.Count == 1)
{
return time > sortedTimestamps.Keys[0] ? sortedTimestamps.Values[0] : k_Unset;
}
for (var i = 0; i < sortedTimestamps.Keys.Count - 1; i++)
{
if (time >= sortedTimestamps.Keys[i] && time <= sortedTimestamps.Keys[i + 1]) return sortedTimestamps.Values[i];
}
return time < sortedTimestamps.Keys.Last() ? k_Unset : sortedTimestamps.Values.Last();
}
}
}