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214 行
7.7 KiB

using System.Diagnostics;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.Perception.GroundTruth;
public class PyrceptionInstaller : EditorWindow
{
private static Process currentProcess = null;
/// <summary>
/// Runs pyrception instance in default browser
/// </summary>
[MenuItem("Window/Pyrception/Run")]
static void RunPyrception()
{
string path = Path.GetFullPath(Application.dataPath.Replace("/Assets", ""));
#if UNITY_EDITOR_WIN
string packagesPath = Path.GetFullPath(Application.dataPath.Replace("/Assets","/Library/PythonInstall/Scripts"));
#elif (UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX)
string packagesPath = Application.dataPath.Replace("/Assets","/Library/PythonInstall/bin");
#endif
string pathToData = PlayerPrefs.GetString(SimulationState.latestOutputDirectoryKey);
#if UNITY_EDITOR_WIN
path = path.Replace("/", "\\");
packagesPath = packagesPath.Replace("/", "\\");
pathToData = pathToData.Replace("/", "\\");
#endif
string command = "";
#if UNITY_EDITOR_WIN
command = $"cd \"{pathToData}\\..\" && \"{packagesPath}\\pyrception-utils.exe\" preview --data=\".\"";
#elif (UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX)
command = $"cd \'{packagesPath}\' ;./python3.7 ./pyrception-utils.py preview --data=\'{pathToData}/..\'";
#endif
int ExitCode = 0;
ExecuteCMD(command, ref ExitCode, waitForExit: false, displayWindow: true);
if (ExitCode != 0)
return;
else
UnityEngine.Debug.Log("You can view a preview of your datasets at: <color=#00aaccff>http://localhost:8501</color>");
}
/// <summary>
/// Install pyrception (Assumes python3 and pip3 are already installed)
/// - installs virtualenv if it is not already installed
/// - and setups a virtual environment for pyrception
/// </summary>
[MenuItem("Window/Pyrception/Setup")]
static void SetupPyrception()
{
int steps = 3;
int ExitCode = 0;
//==============================SETUP PATHS======================================
#if UNITY_EDITOR_WIN
string packagesPath = Path.GetFullPath(Application.dataPath.Replace("/Assets","/Library/PythonInstall/Scripts"));
#elif (UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX)
string packagesPath = Path.GetFullPath(Application.dataPath.Replace("/Assets","/Library/PythonInstall/bin"));
#endif
string pyrceptionPath = Path.GetFullPath("Packages/com.unity.perception/Editor/Pyrception/pyrception-utils").Replace("\\","/");
#if UNITY_EDITOR_WIN
pyrceptionPath = pyrceptionPath.Replace("/", "\\");
packagesPath = packagesPath.Replace("/", "\\");
#endif
//==============================COPY ALL PYRCEPTION FILES FOR INSTALLATION======================================
EditorUtility.DisplayProgressBar("Setting up Pyrception", "Getting pyrception files...", 1.5f / steps);
#if UNITY_EDITOR_WIN
ExecuteCMD($"XCOPY /E/I/Y \"{pyrceptionPath}\" \"{packagesPath}\\..\\pyrception-util\"", ref ExitCode);
#elif (UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX)
ExecuteCMD($"\\cp -r \'{pyrceptionPath}\' \'{packagesPath}/../pyrception-util\'", ref ExitCode);
#endif
if (ExitCode != 0) {
EditorUtility.ClearProgressBar();
return;
}
//==============================INSTALL PYRCEPTION IN PYTHON FOR UNITY======================================
EditorUtility.DisplayProgressBar("Setting up Pyrception", "Installing pyrception utils...", 2.5f / steps);
#if UNITY_EDITOR_WIN
ExecuteCMD($"cd \"{packagesPath}\\..\\pyrception-util\" && \"{packagesPath}\"\\pip3.bat install --no-warn-script-location --no-cache-dir -e .", ref ExitCode);
#elif (UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX)
ExecuteCMD($"cd \'{packagesPath}\'; ./python3.7 -m pip install -e \'../pyrception-util/.\'", ref ExitCode);
ExecuteCMD($"\\cp -r \'{pyrceptionPath}\pyrception-utils.py\' \'{packagesPath}\pyrception-utils.py\', ref ExitCode);
#endif
if (ExitCode != 0) {
EditorUtility.ClearProgressBar();
return;
}
EditorUtility.ClearProgressBar();
}
/// <summary>
/// Executes command in cmd or console depending on system
/// </summary>
/// <param name="command">The command to execute</param>
/// <param name="waitForExit">Should it wait for exit before returning to the editor (i.e. is it not async?)</param>
/// <param name="displayWindow">Should the command window be displayed</param>
/// <returns></returns>
private static string ExecuteCMD(string command, ref int ExitCode, bool waitForExit = true, bool displayWindow = false, bool redirectOutput = false)
{
string shell = "";
string argument = "";
string output = "";
#if UNITY_EDITOR_WIN
shell = "cmd.exe";
argument = $"/c \"{command}\"";
#elif (UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX)
shell = "/bin/bash";
argument = $"-c \"{command}\"";
#endif
ProcessStartInfo info = new ProcessStartInfo(shell, argument);
info.CreateNoWindow = !displayWindow;
info.UseShellExecute = !waitForExit;
info.RedirectStandardOutput = redirectOutput && waitForExit;
info.RedirectStandardError = waitForExit;
Process cmd = Process.Start(info);
if (!waitForExit)
{
currentProcess = cmd;
return "";
}
cmd.WaitForExit();
if (redirectOutput) {
output = cmd.StandardOutput.ReadToEnd();
}
ExitCode = cmd.ExitCode;
if (ExitCode != 0)
{
UnityEngine.Debug.LogError($"Error - {ExitCode} - Failed to execute: {command} - {cmd.StandardError.ReadToEnd()}");
}
cmd.Close();
return output;
}
private static void DirectoryCopy(string sourceDirName, string destDirName, bool first = true)
{
bool copySubDirs = true;
// Get the subdirectories for the specified directory.
DirectoryInfo dir = new DirectoryInfo(sourceDirName);
if (!dir.Exists)
{
throw new DirectoryNotFoundException(
"Source directory does not exist or could not be found: "
+ sourceDirName);
}
DirectoryInfo[] dirs = dir.GetDirectories();
// If the destination directory doesn't exist, create it.
DirectoryInfo dirDest = new DirectoryInfo(destDirName);
if (dirDest.Exists && first)
{
DeleteDirectory(destDirName);
}
Directory.CreateDirectory(destDirName);
// Get the files in the directory and copy them to the new location.
FileInfo[] files = dir.GetFiles();
foreach (FileInfo file in files)
{
string tempPath = Path.Combine(destDirName, file.Name);
file.CopyTo(tempPath, false);
UnityEngine.Debug.Log("Copying " + file.Name + " to " + tempPath);
}
// If copying subdirectories, copy them and their contents to new location.
if (copySubDirs)
{
foreach (DirectoryInfo subdir in dirs)
{
string tempPath = Path.Combine(destDirName, subdir.Name);
DirectoryCopy(subdir.FullName, tempPath, false);
}
}
}
private static void DeleteDirectory(string target_dir)
{
string[] files = Directory.GetFiles(target_dir);
string[] dirs = Directory.GetDirectories(target_dir);
foreach (string file in files)
{
File.SetAttributes(file, FileAttributes.Normal);
File.Delete(file);
}
foreach (string dir in dirs)
{
DeleteDirectory(dir);
}
Directory.Delete(target_dir, false);
}
}