您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
163 行
6.6 KiB
163 行
6.6 KiB
using System;
|
|
using Unity.Simulation;
|
|
using UnityEngine.EventSystems;
|
|
using UnityEngine.UI;
|
|
using UnityEngine.UIElements;
|
|
|
|
namespace UnityEngine.Perception.GroundTruth
|
|
{
|
|
/// <summary>
|
|
/// Abstract class for defining custom annotation and metric generation to be run by <see cref="PerceptionCamera"/>.
|
|
/// Instances of CameraLabeler on <see cref="PerceptionCamera.labelers"/> will be invoked each frame the camera is
|
|
/// set to capture data (see <see cref="SensorHandle.ShouldCaptureThisFrame"/>).
|
|
/// </summary>
|
|
[Serializable]
|
|
public abstract class CameraLabeler
|
|
{
|
|
/// <summary>
|
|
/// Whether the CameraLabeler should be set up and called each frame.
|
|
/// </summary>
|
|
public bool enabled = true;
|
|
|
|
internal bool isInitialized { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Labelers should set this in their setup to define if they support realtime
|
|
/// visualization of their data.
|
|
/// </summary>
|
|
protected abstract bool supportsVisualization
|
|
{
|
|
get;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The heads up display (HUD) panel. Generally used to add stats to the display.
|
|
/// </summary>
|
|
public HUDPanel hudPanel => perceptionCamera != null ? perceptionCamera.hudPanel : null;
|
|
|
|
/// <summary>
|
|
/// The <see cref="PerceptionCamera"/> that contains this labeler.
|
|
/// </summary>
|
|
protected PerceptionCamera perceptionCamera { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The SensorHandle for the <see cref="PerceptionCamera"/> that contains this labeler. Use this to report
|
|
/// annotations and metrics.
|
|
/// </summary>
|
|
protected SensorHandle sensorHandle { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Called just before the first call to <see cref="OnUpdate"/> or <see cref="OnBeginRendering"/>. Implement this
|
|
/// to initialize state.
|
|
/// </summary>
|
|
protected virtual void Setup() { }
|
|
/// <summary>
|
|
/// Called when the labeler's visualization capability is turned on or off.
|
|
/// </summary>
|
|
/// <param name="visualizerEnabled">The current enabled state of the visualizer</param>
|
|
protected virtual void OnVisualizerEnabledChanged(bool visualizerEnabled) {}
|
|
/// <summary>
|
|
/// Called during the Update each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
|
|
/// </summary>
|
|
protected virtual void OnUpdate() {}
|
|
/// <summary>
|
|
/// Called just before the camera renders each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
|
|
/// </summary>
|
|
protected virtual void OnBeginRendering() {}
|
|
/// <summary>
|
|
/// Labeling pass to display labeler's visualization components, if applicable. Important note, all labeler's visualizations need
|
|
/// to use Unity's Immediate Mode GUI (IMGUI) <see cref="https://docs.unity3d.com/Manual/GUIScriptingGuide.html"/> system.
|
|
/// This called is triggered from <see cref="perceptionCamera.OnGUI"/> call. This call happens immediately before <see cref="OnVisualizeAdditionalUI"/>
|
|
/// so that the visualization components are drawn below the UI elements.
|
|
/// </summary>
|
|
protected virtual void OnVisualize() {}
|
|
/// <summary>
|
|
/// In this pass, a labeler can add custom GUI controls to the scene. Important note, all labeler's additional
|
|
/// GUIs need to use Unity's Immediate Mode GUI (IMGUI) <see cref="https://docs.unity3d.com/Manual/GUIScriptingGuide.html"/> system.
|
|
/// This called is triggered from <see cref="perceptionCamera.OnGUI"/> call. This call happens immediately after the <see cref="OnVisualize"/>
|
|
/// so that the visualization components are drawn below the UI elements.
|
|
/// </summary>
|
|
protected virtual void OnVisualizeAdditionalUI() {}
|
|
|
|
/// <summary>
|
|
/// Called when the Labeler is about to be destroyed or removed from the PerceptionCamera. Use this to clean up to state.
|
|
/// </summary>
|
|
protected virtual void Cleanup() {}
|
|
|
|
internal void InternalSetup() => Setup();
|
|
|
|
internal bool InternalVisualizationEnabled
|
|
{
|
|
get => visualizationEnabled;
|
|
set => visualizationEnabled = value;
|
|
}
|
|
internal void InternalOnUpdate() => OnUpdate();
|
|
internal void InternalOnBeginRendering() => OnBeginRendering();
|
|
internal void InternalCleanup() => Cleanup();
|
|
internal void InternalVisualize() => OnVisualize();
|
|
|
|
private bool m_ShowVisualizations = false;
|
|
|
|
/// <summary>
|
|
/// Turns on/off the labeler's realtime visualization capability. If a labeler does not support realtime
|
|
/// visualization (<see cref="supportsVisualization"/>) or visualization is not enabled on the PerceptionCamera
|
|
/// this will not function.
|
|
/// </summary>
|
|
internal bool visualizationEnabled
|
|
{
|
|
get
|
|
{
|
|
return supportsVisualization && m_ShowVisualizations;
|
|
}
|
|
set
|
|
{
|
|
if (!supportsVisualization) return;
|
|
|
|
if (value != m_ShowVisualizations)
|
|
{
|
|
m_ShowVisualizations = value;
|
|
|
|
OnVisualizerEnabledChanged(m_ShowVisualizations);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void VisualizeUI()
|
|
{
|
|
if (supportsVisualization)
|
|
{
|
|
GUILayout.Label(GetType().Name);
|
|
GUILayout.BeginHorizontal();
|
|
GUILayout.Space(10);
|
|
GUILayout.Label("Enabled");
|
|
GUILayout.FlexibleSpace();
|
|
visualizationEnabled = GUILayout.Toggle(visualizationEnabled, "");
|
|
GUILayout.EndHorizontal();
|
|
if (visualizationEnabled) OnVisualizeAdditionalUI();
|
|
}
|
|
}
|
|
|
|
internal void Visualize()
|
|
{
|
|
if (visualizationEnabled) OnVisualize();
|
|
}
|
|
|
|
internal void Init(PerceptionCamera newPerceptionCamera)
|
|
{
|
|
try
|
|
{
|
|
this.perceptionCamera = newPerceptionCamera;
|
|
sensorHandle = newPerceptionCamera.SensorHandle;
|
|
Setup();
|
|
isInitialized = true;
|
|
|
|
m_ShowVisualizations = supportsVisualization && perceptionCamera.showVisualizations;
|
|
}
|
|
catch (Exception)
|
|
{
|
|
this.enabled = false;
|
|
throw;
|
|
}
|
|
}
|
|
}
|
|
}
|