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432 行
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using System;
using System.Collections.Generic;
using System.IO;
using Unity.Simulation;
using UnityEngine;
using UnityEngine.Perception.Randomization.Parameters;
using UnityEngine.Perception.Randomization.Randomizers;
using UnityEngine.Perception.Randomization.Samplers;
using UnityEngine.Perception.GroundTruth;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Perception.Randomization.Scenarios
{
/// <summary>
/// Derive ScenarioBase to implement a custom scenario
/// </summary>
[DefaultExecutionOrder(-1)]
[MovedFrom("UnityEngine.Experimental.Perception.Randomization.Scenarios")]
public abstract class ScenarioBase : MonoBehaviour
{
static ScenarioBase s_ActiveScenario;
const string k_ScenarioIterationMetricDefinitionId = "DB1B258E-D1D0-41B6-8751-16F601A2E230";
bool m_SkipFrame = true;
bool m_FirstScenarioFrame = true;
bool m_WaitingForFinalUploads;
MetricDefinition m_IterationMetricDefinition;
IEnumerable<Randomizer> activeRandomizers
{
get
{
foreach (var randomizer in m_Randomizers)
if (randomizer.enabled)
yield return randomizer;
}
}
// ReSharper disable once InconsistentNaming
[SerializeReference] internal List<Randomizer> m_Randomizers = new List<Randomizer>();
/// <summary>
/// Return the list of randomizers attached to this scenario
/// </summary>
public IReadOnlyList<Randomizer> randomizers => m_Randomizers.AsReadOnly();
/// <summary>
/// If true, this scenario will quit the Unity application when it's finished executing
/// </summary>
[HideInInspector] public bool quitOnComplete = true;
/// <summary>
/// The name of the Json file this scenario's constants are serialized to/from.
/// </summary>
public virtual string configFileName => "scenario_configuration";
/// <summary>
/// Returns the active parameter scenario in the scene
/// </summary>
public static ScenarioBase activeScenario
{
get
{
#if UNITY_EDITOR
// This compiler define is required to allow samplers to
// iterate the scenario's random state in edit-mode
if (s_ActiveScenario == null)
s_ActiveScenario = FindObjectOfType<ScenarioBase>();
#endif
return s_ActiveScenario;
}
private set
{
if (value != null && s_ActiveScenario != null && value != s_ActiveScenario)
throw new ScenarioException("There cannot be more than one active Scenario");
s_ActiveScenario = value;
}
}
/// <summary>
/// Returns the asset location of the JSON serialized configuration.
/// This API is used for finding the config file using the AssetDatabase API.
/// </summary>
public string defaultConfigFileAssetPath =>
"Assets/StreamingAssets/" + configFileName + ".json";
/// <summary>
/// Returns the absolute file path of the JSON serialized configuration
/// </summary>
public string defaultConfigFilePath =>
Application.dataPath + "/StreamingAssets/" + configFileName + ".json";
/// <summary>
/// Returns this scenario's non-typed serialized constants
/// </summary>
public abstract ScenarioConstants genericConstants { get; }
/// <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>
/// Progresses the current scenario iteration
/// </summary>
protected virtual void IncrementIteration()
{
currentIteration++;
}
/// <summary>
/// Serializes the scenario's constants and randomizer settings to a JSON string
/// </summary>
/// <returns>The scenario configuration as a JSON string</returns>
public abstract string SerializeToJson();
/// <summary>
/// Serializes the scenario's constants and randomizer settings to a JSON file located at the path resolved by
/// the defaultConfigFilePath scenario property
/// </summary>
public void SerializeToFile()
{
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets/");
using (var writer = new StreamWriter(defaultConfigFilePath, false))
writer.Write(SerializeToJson());
}
/// <summary>
/// Overwrites this scenario's randomizer settings and scenario constants from a JSON serialized configuration
/// </summary>
/// <param name="json">The JSON string to deserialize</param>
public abstract void DeserializeFromJson(string json);
/// <summary>
/// Overwrites this scenario's randomizer settings and scenario constants using a configuration file located at
/// the provided file path
/// </summary>
/// <param name="configFilePath">The file path to the configuration file to deserialize</param>
public abstract void DeserializeFromFile(string configFilePath);
/// <summary>
/// Overwrites this scenario's randomizer settings and scenario constants using a configuration file located at
/// this scenario's defaultConfigFilePath
/// </summary>
public void DeserializeFromFile()
{
DeserializeFromFile(defaultConfigFilePath);
}
/// <summary>
/// This method executed directly after this scenario has been registered and initialized
/// </summary>
protected virtual void OnAwake() { }
void Awake()
{
activeScenario = this;
OnAwake();
foreach (var randomizer in m_Randomizers)
randomizer.Create();
ValidateParameters();
// Don't skip the first frame if executing on Unity Simulation
if (Configuration.Instance.IsSimulationRunningInCloud())
m_SkipFrame = false;
m_IterationMetricDefinition = DatasetCapture.RegisterMetricDefinition("scenario_iteration", "Iteration information for dataset sequences",
Guid.Parse(k_ScenarioIterationMetricDefinitionId));
}
void OnEnable()
{
activeScenario = this;
}
void OnDisable()
{
activeScenario = null;
}
void Start()
{
currentIteration = (int)genericConstants.startFrame;
var randomSeedMetricDefinition = DatasetCapture.RegisterMetricDefinition(
"random-seed",
"The random seed used to initialize the random state of the simulation. Only triggered once per simulation.",
Guid.Parse("14adb394-46c0-47e8-a3f0-99e754483b76"));
DatasetCapture.ReportMetric(randomSeedMetricDefinition, new[] { genericConstants.randomSeed });
#if !UNITY_EDITOR
if (File.Exists(defaultConfigFilePath))
DeserializeFromFile();
else
Debug.Log($"No configuration file found at {defaultConfigFilePath}. " +
"Proceeding with built in scenario constants and randomizer settings.");
#endif
foreach (var randomizer in activeRandomizers)
randomizer.ScenarioStart();
}
struct IterationMetricData
{
public int iteration;
}
void Update()
{
// TODO: remove this check when the perception camera can capture the first frame of output
if (m_SkipFrame)
{
m_SkipFrame = false;
return;
}
// Wait for any final uploads before exiting quitting
if (m_WaitingForFinalUploads && quitOnComplete)
{
Manager.Instance.Shutdown();
if (!Manager.FinalUploadsDone)
return;
#if UNITY_EDITOR
UnityEditor.EditorApplication.ExitPlaymode();
#else
Application.Quit();
#endif
return;
}
// Iterate Scenario
if (m_FirstScenarioFrame)
{
m_FirstScenarioFrame = false;
}
else
{
currentIterationFrame++;
framesSinceInitialization++;
if (isIterationComplete)
{
IncrementIteration();
currentIterationFrame = 0;
foreach (var randomizer in activeRandomizers)
randomizer.IterationEnd();
}
}
// Quit if scenario is complete
if (isScenarioComplete)
{
foreach (var randomizer in activeRandomizers)
randomizer.ScenarioComplete();
DatasetCapture.ResetSimulation();
m_WaitingForFinalUploads = true;
return;
}
// Perform new iteration tasks
if (currentIterationFrame == 0)
{
DatasetCapture.StartNewSequence();
SamplerState.randomState = SamplerUtility.IterateSeed((uint)currentIteration, genericConstants.randomSeed);
DatasetCapture.ReportMetric(m_IterationMetricDefinition, new[]
{
new IterationMetricData()
{
iteration = currentIteration
}
});
foreach (var randomizer in activeRandomizers)
randomizer.IterationStart();
}
// Perform new frame tasks
foreach (var randomizer in activeRandomizers)
randomizer.Update();
}
void OnDrawGizmos()
{
foreach (var randomizer in activeRandomizers)
{
randomizer.OnDrawGizmos();
}
}
/// <summary>
/// Finds and returns a randomizer attached to this scenario of the specified Randomizer type
/// </summary>
/// <typeparam name="T">The type of randomizer to find</typeparam>
/// <returns>A randomizer of the specified type</returns>
/// <exception cref="ScenarioException"></exception>
public T GetRandomizer<T>() where T : Randomizer
{
foreach (var randomizer in m_Randomizers)
if (randomizer is T typedRandomizer)
return typedRandomizer;
throw new ScenarioException($"A Randomizer of type {typeof(T).Name} was not added to this scenario");
}
/// <summary>
/// Creates a new randomizer and adds it to this scenario
/// </summary>
/// <typeparam name="T">The type of randomizer to create</typeparam>
/// <returns>The newly created randomizer</returns>
public T CreateRandomizer<T>() where T : Randomizer, new()
{
return (T)CreateRandomizer(typeof(T));
}
internal Randomizer CreateRandomizer(Type randomizerType)
{
if (!randomizerType.IsSubclassOf(typeof(Randomizer)))
throw new ScenarioException(
$"Cannot add non-randomizer type {randomizerType.Name} to randomizer list");
foreach (var randomizer in m_Randomizers)
if (randomizer.GetType() == randomizerType)
throw new ScenarioException(
$"Two Randomizers of the same type ({randomizerType.Name}) cannot both be active simultaneously");
var newRandomizer = (Randomizer)Activator.CreateInstance(randomizerType);
m_Randomizers.Add(newRandomizer);
#if UNITY_EDITOR
if (Application.isPlaying)
newRandomizer.Create();
#else
newRandomizer.Create();
#endif
return newRandomizer;
}
/// <summary>
/// Removes a randomizer of the specified type from this scenario
/// </summary>
/// <typeparam name="T">The type of scenario to remove</typeparam>
public void RemoveRandomizer<T>() where T : Randomizer, new()
{
RemoveRandomizer(typeof(T));
}
internal void RemoveRandomizer(Type randomizerType)
{
if (!randomizerType.IsSubclassOf(typeof(Randomizer)))
throw new ScenarioException(
$"Cannot remove non-randomizer type {randomizerType.Name} from randomizer list");
var removed = false;
for (var i = 0; i < m_Randomizers.Count; i++)
{
if (m_Randomizers[i].GetType() == randomizerType)
{
m_Randomizers.RemoveAt(i);
removed = true;
break;
}
}
if (!removed)
throw new ScenarioException(
$"No active Randomizer of type {randomizerType.Name} could be removed");
}
/// <summary>
/// Returns the execution order index of a randomizer of the given type
/// </summary>
/// <typeparam name="T">The type of randomizer to index</typeparam>
/// <returns>The randomizer index</returns>
/// <exception cref="ScenarioException"></exception>
public int GetRandomizerIndex<T>() where T : Randomizer, new()
{
for (var i = 0; i < m_Randomizers.Count; i++)
{
var randomizer = m_Randomizers[i];
if (randomizer is T)
return i;
}
throw new ScenarioException($"A Randomizer of type {typeof(T).Name} was not added to this scenario");
}
/// <summary>
/// Moves a randomizer from one index to another
/// </summary>
/// <param name="currentIndex">The index of the randomizer to move</param>
/// <param name="nextIndex">The index to move the randomizer to</param>
public void ReorderRandomizer(int currentIndex, int nextIndex)
{
if (currentIndex == nextIndex)
return;
if (nextIndex > currentIndex)
nextIndex--;
var randomizer = m_Randomizers[currentIndex];
m_Randomizers.RemoveAt(currentIndex);
m_Randomizers.Insert(nextIndex, randomizer);
}
void ValidateParameters()
{
foreach (var randomizer in m_Randomizers)
foreach (var parameter in randomizer.parameters)
{
try
{
parameter.Validate();
}
catch (ParameterValidationException exception)
{
Debug.LogException(exception, this);
}
}
}
}
}