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455 行
16 KiB
455 行
16 KiB
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Profiling;
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using Unity.Simulation;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Perception.Randomization.Scenarios;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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#if HDRP_PRESENT
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using UnityEngine.Rendering.HighDefinition;
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#endif
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#if URP_PRESENT
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using UnityEngine.Rendering.Universal;
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#endif
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namespace UnityEngine.Perception.GroundTruth
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{
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/// <summary>
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/// Captures ground truth from the associated Camera.
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/// </summary>
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[RequireComponent(typeof(Camera))]
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public partial class PerceptionCamera : MonoBehaviour
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{
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//TODO: Remove the Guid path when we have proper dataset merging in USim/Thea
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internal static string RgbDirectory { get; } = $"RGB{Guid.NewGuid()}";
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static string s_RgbFilePrefix = "rgb_";
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/// <summary>
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/// A human-readable description of the camera.
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/// </summary>
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public string description;
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/// <summary>
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/// The period in seconds that the Camera should render
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/// </summary>
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public float period = .0166f;
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/// <summary>
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/// The start time in seconds of the first frame in the simulation.
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/// </summary>
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public float startTime;
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/// <summary>
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/// Whether camera output should be captured to disk
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/// </summary>
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public bool captureRgbImages = true;
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/// <summary>
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/// Event invoked after the camera finishes rendering during a frame.
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/// </summary>
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[SerializeReference]
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List<CameraLabeler> m_Labelers = new List<CameraLabeler>();
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Dictionary<string, object> m_PersistentSensorData = new Dictionary<string, object>();
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int m_LastFrameCaptured = -1;
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Ego m_EgoMarker;
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#pragma warning disable 414
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//only used to confirm that GroundTruthRendererFeature is present in URP
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bool m_GroundTruthRendererFeatureRun;
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#pragma warning restore 414
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static PerceptionCamera s_VisualizedPerceptionCamera;
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/// <summary>
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/// Turns on/off the realtime visualization capability.
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/// </summary>
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[SerializeField]
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public bool showVisualizations = true;
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bool m_ShowingVisualizations;
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/// <summary>
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/// The <see cref="SensorHandle"/> associated with this camera. Use this to report additional annotations and metrics at runtime.
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/// </summary>
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public SensorHandle SensorHandle { get; private set; }
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static ProfilerMarker s_WriteFrame = new ProfilerMarker("Write Frame (PerceptionCamera)");
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static ProfilerMarker s_EncodeAndSave = new ProfilerMarker("Encode and save (PerceptionCamera)");
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#if URP_PRESENT
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internal List<ScriptableRenderPass> passes = new List<ScriptableRenderPass>();
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public void AddScriptableRenderPass(ScriptableRenderPass pass)
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{
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passes.Add(pass);
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}
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#endif
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/// <summary>
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/// Add a data object which will be added to the dataset with each capture. Overrides existing sensor data associated with the given key.
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/// </summary>
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/// <param name="key">The key to associate with the data.</param>
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/// <param name="data">An object containing the data. Will be serialized into json.</param>
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public void SetPersistentSensorData(string key, object data)
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{
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m_PersistentSensorData[key] = data;
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}
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/// <summary>
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/// Removes a persistent sensor data object.
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/// </summary>
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/// <param name="key">The key of the object to remove.</param>
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/// <returns>True if a data object was removed. False if it was not set.</returns>
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public bool RemovePersistentSensorData(string key)
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{
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return m_PersistentSensorData.Remove(key);
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}
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// Start is called before the first frame update
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void Awake()
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{
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m_EgoMarker = this.GetComponentInParent<Ego>();
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var ego = m_EgoMarker == null ? DatasetCapture.RegisterEgo("") : m_EgoMarker.EgoHandle;
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SensorHandle = DatasetCapture.RegisterSensor(ego, "camera", description, period, startTime);
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AsyncRequest.maxJobSystemParallelism = 0; // Jobs are not chained to one another in any way, maximizing parallelism
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AsyncRequest.maxAsyncRequestFrameAge = 4; // Ensure that readbacks happen before Allocator.TempJob allocations get stale
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SetupInstanceSegmentation();
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var cam = GetComponent<Camera>();
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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SetupVisualizationCamera(cam);
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#endif
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DatasetCapture.SimulationEnding += OnSimulationEnding;
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}
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void OnEnable()
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{
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RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
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RenderPipelineManager.endCameraRendering += CheckForRendererFeature;
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}
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internal HUDPanel hudPanel = null;
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void SetupVisualizationCamera(Camera cam)
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{
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var visualizationAllowed = s_VisualizedPerceptionCamera == null;
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if (!visualizationAllowed && showVisualizations)
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{
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Debug.LogWarning($"Currently only one PerceptionCamera may be visualized at a time. Disabling visualization on {gameObject.name}.");
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showVisualizations = false;
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return;
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}
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if (!showVisualizations)
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return;
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m_ShowingVisualizations = true;
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s_VisualizedPerceptionCamera = this;
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hudPanel = gameObject.AddComponent<HUDPanel>();
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}
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void CheckForRendererFeature(ScriptableRenderContext context, Camera camera)
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{
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if (camera == GetComponent<Camera>())
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{
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#if URP_PRESENT
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if (!m_GroundTruthRendererFeatureRun)
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{
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Debug.LogError("GroundTruthRendererFeature must be present on the ScriptableRenderer associated with the camera. The ScriptableRenderer can be accessed through Edit -> Project Settings... -> Graphics -> Scriptable Render Pipeline Settings -> Renderer List.");
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enabled = false;
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}
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#endif
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RenderPipelineManager.endCameraRendering -= CheckForRendererFeature;
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (!SensorHandle.IsValid)
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return;
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var cam = GetComponent<Camera>(); // TODO I don't like this... Get the camera handle, we should have it
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cam.enabled = SensorHandle.ShouldCaptureThisFrame;
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bool anyVisualizing = false;
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foreach (var labeler in m_Labelers)
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{
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if (!labeler.enabled)
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continue;
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if (!labeler.isInitialized)
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{
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labeler.Init(this);
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}
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labeler.InternalOnUpdate();
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anyVisualizing |= labeler.InternalVisualizationEnabled;
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}
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// Currently there is an issue in the perception camera that causes the UI layer not to be visualized
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// if we are utilizing async readback and we have to flip our captured image. We have created a jira
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// issue for this (aisv-779) and have notified the engine team about this.
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anyVisualizing = true;
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if (m_ShowingVisualizations)
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CaptureOptions.useAsyncReadbackIfSupported = !anyVisualizing;
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}
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private Vector2 scrollPosition;
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private const float panelWidth = 200;
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private const float panelHeight = 250;
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private void SetUpGUIStyles()
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{
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GUI.skin.label.fontSize = 12;
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GUI.skin.label.font = Resources.Load<Font>("Inter-Light");
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GUI.skin.label.padding = new RectOffset(0, 0, 1, 1);
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GUI.skin.label.margin = new RectOffset(0, 0, 1, 1);
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GUI.skin.box.padding = new RectOffset(5, 5, 5, 5);
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GUI.skin.toggle.margin = new RectOffset(0, 0, 0, 0);
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GUI.skin.horizontalSlider.margin = new RectOffset(0, 0, 0, 0);
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m_GUIStylesInitialized = true;
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}
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private bool m_GUIStylesInitialized = false;
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private void DisplayNoLabelersMessage()
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{
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var x = Screen.width - panelWidth - 10;
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var height = Math.Min(Screen.height * 0.5f - 20, 90);
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GUILayout.BeginArea(new Rect(x, 10, panelWidth, height), GUI.skin.box);
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GUILayout.Label("Visualization: No labelers are currently active. Enable at least one labeler from the inspector window of your perception camera to see visualizations.");
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// If a labeler has never been initialized then it was off from the
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// start, it should not be called to draw on the UI
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foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized))
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{
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labeler.VisualizeUI();
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GUILayout.Space(4);
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}
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GUILayout.EndArea();
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}
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private void OnGUI()
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{
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if (!m_ShowingVisualizations) return;
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if (!m_GUIStylesInitialized) SetUpGUIStyles();
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GUI.depth = 5;
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var anyLabelerEnabled = false;
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// If a labeler has never been initialized then it was off from the
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// start, it should not be called to draw on the UI
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foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized))
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{
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labeler.Visualize();
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anyLabelerEnabled = true;
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}
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if (!anyLabelerEnabled)
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{
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DisplayNoLabelersMessage();
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return;
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}
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GUI.depth = 0;
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hudPanel.OnDrawGUI();
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var x = Screen.width - panelWidth - 10;
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var height = Math.Min(Screen.height * 0.5f - 20, panelHeight);
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GUILayout.BeginArea(new Rect(x, 10, panelWidth, height), GUI.skin.box);
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scrollPosition = GUILayout.BeginScrollView(scrollPosition);
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// If a labeler has never been initialized then it was off from the
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// start, it should not be called to draw on the UI
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foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized))
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{
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labeler.VisualizeUI();
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GUILayout.Space(4);
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}
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GUILayout.EndScrollView();
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GUILayout.EndArea();
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}
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void OnValidate()
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{
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if (m_Labelers == null)
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m_Labelers = new List<CameraLabeler>();
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}
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void CaptureRgbData(Camera cam)
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{
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Profiler.BeginSample("CaptureDataFromLastFrame");
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if (!captureRgbImages)
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return;
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var captureFilename = $"{Manager.Instance.GetDirectoryFor(RgbDirectory)}/{s_RgbFilePrefix}{Time.frameCount}.png";
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var dxRootPath = $"{RgbDirectory}/{s_RgbFilePrefix}{Time.frameCount}.png";
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SensorHandle.ReportCapture(dxRootPath, SensorSpatialData.FromGameObjects(m_EgoMarker == null ? null : m_EgoMarker.gameObject, gameObject), m_PersistentSensorData.Select(kvp => (kvp.Key, kvp.Value)).ToArray());
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Func<AsyncRequest<CaptureCamera.CaptureState>, AsyncRequest.Result> colorFunctor;
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var width = cam.pixelWidth;
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var height = cam.pixelHeight;
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var flipY = ShouldFlipY(cam);
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colorFunctor = r =>
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{
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using (s_WriteFrame.Auto())
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{
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var dataColorBuffer = (byte[])r.data.colorBuffer;
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byte[] encodedData;
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using (s_EncodeAndSave.Auto())
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{
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encodedData = ImageConversion.EncodeArrayToPNG(dataColorBuffer, GraphicsFormat.R8G8B8A8_UNorm, (uint)width, (uint)height);
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}
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return !FileProducer.Write(captureFilename, encodedData) ? AsyncRequest.Result.Error : AsyncRequest.Result.Completed;
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}
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};
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CaptureCamera.Capture(cam, colorFunctor, flipY: flipY);
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Profiler.EndSample();
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}
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// ReSharper disable once ParameterHidesMember
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bool ShouldFlipY(Camera camera)
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{
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#if HDRP_PRESENT
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var hdAdditionalCameraData = GetComponent<HDAdditionalCameraData>();
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//Based on logic in HDRenderPipeline.PrepareFinalBlitParameters
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return hdAdditionalCameraData.flipYMode == HDAdditionalCameraData.FlipYMode.ForceFlipY || (camera.targetTexture == null && camera.cameraType == CameraType.Game);
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#elif URP_PRESENT
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return (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal) &&
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(camera.targetTexture == null && camera.cameraType == CameraType.Game);
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#else
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return false;
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#endif
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}
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void OnSimulationEnding()
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{
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CleanUpInstanceSegmentation();
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foreach (var labeler in m_Labelers)
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{
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if (labeler.isInitialized)
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labeler.InternalCleanup();
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}
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}
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void OnBeginCameraRendering(ScriptableRenderContext _, Camera cam)
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{
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if (cam != GetComponent<Camera>())
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return;
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if (!SensorHandle.ShouldCaptureThisFrame)
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return;
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//there are cases when OnBeginCameraRendering is called multiple times in the same frame. Ignore the subsequent calls.
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if (m_LastFrameCaptured == Time.frameCount)
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return;
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m_LastFrameCaptured = Time.frameCount;
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#if UNITY_EDITOR
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if (UnityEditor.EditorApplication.isPaused)
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return;
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#endif
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CaptureRgbData(cam);
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foreach (var labeler in m_Labelers)
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{
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if (!labeler.enabled)
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continue;
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if (!labeler.isInitialized)
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labeler.Init(this);
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labeler.InternalOnBeginRendering();
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}
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}
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void OnDisable()
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{
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RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
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RenderPipelineManager.endCameraRendering -= CheckForRendererFeature;
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}
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void OnDestroy()
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{
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DatasetCapture.SimulationEnding -= OnSimulationEnding;
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OnSimulationEnding();
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CleanupVisualization();
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if (SensorHandle.IsValid)
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SensorHandle.Dispose();
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SensorHandle = default;
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}
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void CleanupVisualization()
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{
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if (s_VisualizedPerceptionCamera == this)
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{
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s_VisualizedPerceptionCamera = null;
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}
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}
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/// <summary>
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/// The <see cref="CameraLabeler"/> instances which will be run for this PerceptionCamera.
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/// </summary>
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public IReadOnlyList<CameraLabeler> labelers => m_Labelers;
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/// <summary>
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/// Add the given <see cref="CameraLabeler"/> to the PerceptionCamera. It will be set up and executed by this
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/// PerceptionCamera each frame it captures data.
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/// </summary>
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/// <param name="cameraLabeler">The labeler to add to this PerceptionCamera</param>
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public void AddLabeler(CameraLabeler cameraLabeler) => m_Labelers.Add(cameraLabeler);
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/// <summary>
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/// Removes the given <see cref="CameraLabeler"/> from the list of labelers under this PerceptionCamera, if it
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/// is in the list. The labeler is cleaned up in the process. Labelers removed from a PerceptionCamera should
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/// not be used again.
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/// </summary>
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/// <param name="cameraLabeler"></param>
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/// <returns></returns>
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public bool RemoveLabeler(CameraLabeler cameraLabeler)
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{
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if (m_Labelers.Remove(cameraLabeler))
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{
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if (cameraLabeler.isInitialized)
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cameraLabeler.InternalCleanup();
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return true;
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}
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return false;
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}
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internal void OnGroundTruthRendererFeatureRun()
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{
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//only used to confirm that GroundTruthRendererFeature is present in URP
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m_GroundTruthRendererFeatureRun = true;
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}
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}
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}
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