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77 行
2.8 KiB
77 行
2.8 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Collections.LowLevel.Unsafe;
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namespace UnityEngine.Perception.GroundTruth
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{
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/// <summary>
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/// Record that maps a pose to a timestamp
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/// </summary>
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[Serializable]
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public class PoseTimestampRecord
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{
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/// <summary>
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/// The percentage within the clip that the pose starts, a value from 0 (beginning) to 1 (end)
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/// </summary>
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[Tooltip("The percentage within the clip that the pose starts, a value from 0 (beginning) to 1 (end)")]
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public float startOffsetPercent;
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/// <summary>
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/// The label to use for any captures inside of this time period
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/// </summary>
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public string poseLabel;
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}
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/// <summary>
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/// The animation pose config is a configuration file that maps a time range in an animation clip to a ground truth
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/// pose. The timestamp record is defined by a pose label and a start time. The timestamp records are order dependent.
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/// </summary>
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[CreateAssetMenu(fileName = "AnimationPoseConfig", menuName = "Perception/Animation Pose Config")]
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public class AnimationPoseConfig : ScriptableObject
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{
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/// <summary>
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/// The animation clip used for all of the timestamps
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/// </summary>
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public AnimationClip animationClip;
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/// <summary>
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/// The list of timestamps, order dependent
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/// </summary>
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public List<PoseTimestampRecord> timestamps;
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SortedList<float, string> sortedTimestamps;
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void OnEnable()
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{
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sortedTimestamps = new SortedList<float, string>(timestamps.Count);
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foreach (var ts in timestamps)
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{
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sortedTimestamps.Add(ts.startOffsetPercent, ts.poseLabel);
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}
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}
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const string k_Unset = "unset";
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/// <summary>
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/// Retrieves the pose for the clip at the current time.
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/// </summary>
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/// <param name="time">The time in question</param>
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/// <returns>The pose for the passed in time</returns>
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public string GetPoseAtTime(float time)
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{
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if (time < 0 || time > 1) return k_Unset;
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if (timestamps == null || !timestamps.Any()) return k_Unset;
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// Special case code if there is only 1 timestamp in the config
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if (sortedTimestamps.Keys.Count == 1)
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{
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return time > sortedTimestamps.Keys[0] ? sortedTimestamps.Values[0] : k_Unset;
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}
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for (var i = 0; i < sortedTimestamps.Keys.Count - 1; i++)
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{
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if (time >= sortedTimestamps.Keys[i] && time <= sortedTimestamps.Keys[i + 1]) return sortedTimestamps.Values[i];
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}
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return time < sortedTimestamps.Keys.Last() ? k_Unset : sortedTimestamps.Values.Last();
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}
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}
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}
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