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188 行
6.1 KiB

using System;
using UnityEngine;
using UnityEngine.Perception.GroundTruth;
using UnityEngine.Perception.Randomization.Configuration;
using UnityEngine.Perception.Randomization.Parameters;
namespace UnityEngine.Perception.Randomization.Scenarios
{
/// <summary>
/// The base class of all scenario classes
/// </summary>
public abstract class ScenarioBase : MonoBehaviour
{
static ScenarioBase s_ActiveScenario;
bool m_SkipFrame = true;
bool m_FirstScenarioFrame = true;
/// <summary>
/// If true, this scenario will quit the Unity application when it's finished executing
/// </summary>
[HideInInspector] public bool quitOnComplete = true;
/// <summary>
/// When true, this scenario will deserializes constants from a Json file before it begins executing
/// </summary>
[HideInInspector] public bool deserializeOnStart;
/// <summary>
/// The name of the Json file this scenario's constants are serialized to/from.
/// </summary>
[HideInInspector] public string serializedConstantsFileName = "constants";
/// <summary>
/// Returns the active parameter scenario in the scene
/// </summary>
public static ScenarioBase ActiveScenario
{
get => s_ActiveScenario;
private set
{
if (s_ActiveScenario != null)
throw new ScenarioException("There cannot be more than one active ParameterConfiguration");
s_ActiveScenario = value;
}
}
/// <summary>
/// Returns the file location of the JSON serialized constants
/// </summary>
public string serializedConstantsFilePath =>
Application.dataPath + "/StreamingAssets/" + serializedConstantsFileName + ".json";
/// <summary>
/// The number of frames that have elapsed since the current scenario iteration was Setup
/// </summary>
public int currentIterationFrame { get; private set; }
/// <summary>
/// The number of frames that have elapsed since the scenario was initialized
/// </summary>
public int framesSinceInitialization { get; private set; }
/// <summary>
/// The current iteration index of the scenario
/// </summary>
public int currentIteration { get; protected set; }
/// <summary>
/// Returns whether the current scenario iteration has completed
/// </summary>
public abstract bool isIterationComplete { get; }
/// <summary>
/// Returns whether the entire scenario has completed
/// </summary>
public abstract bool isScenarioComplete { get; }
/// <summary>
/// Called before the scenario begins iterating
/// </summary>
public virtual void OnInitialize() { }
/// <summary>
/// Called at the beginning of every scenario iteration
/// </summary>
public virtual void OnIterationSetup() { }
/// <summary>
/// Called at the start of every frame
/// </summary>
public virtual void OnFrameStart() { }
/// <summary>
/// Called the frame after an iteration ends
/// </summary>
public virtual void OnIterationTeardown() { }
/// <summary>
/// Called when the scenario has finished iterating
/// </summary>
public virtual void OnComplete() { }
/// <summary>
/// Serializes the scenario's constants to a JSON file located at serializedConstantsFilePath
/// </summary>
public abstract void Serialize();
/// <summary>
/// Deserializes constants saved in a JSON file located at serializedConstantsFilePath
/// </summary>
public abstract void Deserialize();
void OnEnable()
{
ActiveScenario = this;
}
void OnDisable()
{
s_ActiveScenario = null;
}
void Start()
{
if (deserializeOnStart)
Deserialize();
foreach (var config in ParameterConfiguration.configurations)
config.ValidateParameters();
OnInitialize();
}
void Update()
{
// TODO: remove this check when the perception camera can capture the first frame of output
if (m_SkipFrame)
{
m_SkipFrame = false;
return;
}
// Iterate Scenario
if (m_FirstScenarioFrame)
{
m_FirstScenarioFrame = false;
}
else
{
currentIterationFrame++;
framesSinceInitialization++;
if (isIterationComplete)
{
currentIteration++;
currentIterationFrame = 0;
OnIterationTeardown();
}
}
// Quit if scenario is complete
if (isScenarioComplete)
{
OnComplete();
DatasetCapture.ResetSimulation();
if (quitOnComplete)
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
// Perform new iteration tasks
if (currentIterationFrame == 0)
{
DatasetCapture.StartNewSequence();
foreach (var config in ParameterConfiguration.configurations)
config.ResetParameterStates(currentIteration);
foreach (var config in ParameterConfiguration.configurations)
config.ApplyParameters(currentIteration, ParameterApplicationFrequency.OnIterationSetup);
OnIterationSetup();
}
// Perform new frame tasks
foreach (var config in ParameterConfiguration.configurations)
config.ApplyParameters(framesSinceInitialization, ParameterApplicationFrequency.EveryFrame);
OnFrameStart();
}
}
}