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using System;
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>
/// 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 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>
/// 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 void InternalOnUpdate() => OnUpdate();
internal void InternalOnBeginRendering() => OnBeginRendering();
internal void InternalCleanup() => Cleanup();
internal void Init(PerceptionCamera newPerceptionCamera)
{
try
{
this.perceptionCamera = newPerceptionCamera;
sensorHandle = newPerceptionCamera.SensorHandle;
Setup();
isInitialized = true;
}
catch (Exception)
{
this.enabled = false;
throw;
}
}
}
}