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using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using Unity.Profiling;
using Unity.Simulation;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
#if HDRP_PRESENT
using UnityEngine.Rendering.HighDefinition;
#endif
#if URP_PRESENT
using UnityEngine.Rendering.Universal;
#endif
namespace UnityEngine.Perception.GroundTruth
{
/// <summary>
/// Captures ground truth from the associated Camera.
/// </summary>
[RequireComponent(typeof(Camera))]
public partial class PerceptionCamera : MonoBehaviour
{
const float k_PanelWidth = 200;
const float k_PanelHeight = 250;
const string k_RgbFilePrefix = "rgb_";
static ProfilerMarker s_WriteFrame = new ProfilerMarker("Write Frame (PerceptionCamera)");
static ProfilerMarker s_EncodeAndSave = new ProfilerMarker("Encode and save (PerceptionCamera)");
static PerceptionCamera s_VisualizedPerceptionCamera;
//TODO: Remove the Guid path when we have proper dataset merging in Unity Simulation and Thea
internal string rgbDirectory { get; } = $"RGB{Guid.NewGuid()}";
internal HUDPanel hudPanel;
internal OverlayPanel overlayPanel;
[SerializeReference]
List<CameraLabeler> m_Labelers = new List<CameraLabeler>();
Dictionary<string, object> m_PersistentSensorData = new Dictionary<string, object>();
bool m_ShowingVisualizations;
bool m_GUIStylesInitialized;
int m_LastFrameCaptured = -1;
int m_LastFrameEndRendering = -1;
Ego m_EgoMarker;
SensorHandle m_SensorHandle;
Vector2 m_ScrollPosition;
#if URP_PRESENT
// only used to confirm that GroundTruthRendererFeature is present in URP
bool m_IsGroundTruthRendererFeaturePresent;
internal List<ScriptableRenderPass> passes = new List<ScriptableRenderPass>();
#endif
/// <summary>
/// A human-readable description of the camera.
/// </summary>
public string description;
/// <summary>
/// Whether camera output should be captured to disk
/// </summary>
public bool captureRgbImages = true;
/// <summary>
/// Caches access to the camera attached to the perception camera
/// </summary>
public Camera attachedCamera { get; private set; }
/// <summary>
/// Frame number at which this camera starts capturing.
/// </summary>
public int firstCaptureFrame;
/// <summary>
/// The method of triggering captures for this camera.
/// </summary>
public CaptureTriggerMode captureTriggerMode = CaptureTriggerMode.Scheduled;
/// <summary>
/// Have this unscheduled (manual capture) camera affect simulation timings (similar to a scheduled camera) by
/// requesting a specific frame delta time
/// </summary>
public bool manualSensorAffectSimulationTiming;
/// <summary>
/// The simulation frame time (seconds) for this camera. E.g. 0.0166 translates to 60 frames per second.
/// This will be used as Unity's <see cref="Time.captureDeltaTime"/>, causing a fixed number of frames to be
/// generated for each second of elapsed simulation time regardless of the capabilities of the underlying hardware.
/// </summary>
public float simulationDeltaTime = 0.0166f;
/// <summary>
/// The number of frames to simulate and render between the camera's scheduled captures.
/// Setting this to 0 makes the camera capture every frame.
/// </summary>
public int framesBetweenCaptures;
/// <summary>
/// Turns on/off the realtime visualization capability.
/// </summary>
[SerializeField]
public bool showVisualizations = true;
/// <summary>
/// The <see cref="CameraLabeler"/> instances which will be run for this PerceptionCamera.
/// </summary>
public IReadOnlyList<CameraLabeler> labelers => m_Labelers;
/// <summary>
/// Requests a capture from this camera on the next rendered frame.
/// Can only be used when using <see cref="CaptureTriggerMode.Manual"/> capture mode.
/// </summary>
public void RequestCapture()
{
if (captureTriggerMode.Equals(CaptureTriggerMode.Manual))
{
SensorHandle.RequestCapture();
}
else
{
Debug.LogError($"{nameof(RequestCapture)} can only be used if the camera is in " +
$"{nameof(CaptureTriggerMode.Manual)} capture mode.");
}
}
/// <summary>
/// The <see cref="SensorHandle"/> associated with this camera.
/// Use this to report additional annotations and metrics at runtime.
/// </summary>
public SensorHandle SensorHandle
{
get
{
EnsureSensorRegistered();
return m_SensorHandle;
}
private set => m_SensorHandle = value;
}
/// <summary>
/// Add a data object which will be added to the dataset with each capture.
/// Overrides existing sensor data associated with the given key.
/// </summary>
/// <param name="key">The key to associate with the data.</param>
/// <param name="data">An object containing the data. Will be serialized into json.</param>
public void SetPersistentSensorData(string key, object data)
{
m_PersistentSensorData[key] = data;
}
/// <summary>
/// Removes a persistent sensor data object.
/// </summary>
/// <param name="key">The key of the object to remove.</param>
/// <returns>True if a data object was removed. False if it was not set.</returns>
public bool RemovePersistentSensorData(string key)
{
return m_PersistentSensorData.Remove(key);
}
/// <summary>
/// Add the given <see cref="CameraLabeler"/> to the PerceptionCamera. It will be set up and executed by this
/// PerceptionCamera each frame it captures data.
/// </summary>
/// <param name="cameraLabeler">The labeler to add to this PerceptionCamera</param>
public void AddLabeler(CameraLabeler cameraLabeler) => m_Labelers.Add(cameraLabeler);
/// <summary>
/// Removes the given <see cref="CameraLabeler"/> from the list of labelers under this PerceptionCamera, if it
/// is in the list. The labeler is cleaned up in the process. Labelers removed from a PerceptionCamera should
/// not be used again.
/// </summary>
/// <param name="cameraLabeler"></param>
/// <returns></returns>
public bool RemoveLabeler(CameraLabeler cameraLabeler)
{
if (m_Labelers.Remove(cameraLabeler))
{
if (cameraLabeler.isInitialized)
cameraLabeler.InternalCleanup();
return true;
}
return false;
}
void Start()
{
// Jobs are not chained to one another in any way, maximizing parallelism
AsyncRequest.maxJobSystemParallelism = 0;
AsyncRequest.maxAsyncRequestFrameAge = 0;
Application.runInBackground = true;
SetupInstanceSegmentation();
attachedCamera = GetComponent<Camera>();
SetupVisualizationCamera();
DatasetCapture.SimulationEnding += OnSimulationEnding;
}
void OnEnable()
{
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
RenderPipelineManager.endFrameRendering += OnEndFrameRendering;
RenderPipelineManager.endCameraRendering += CheckForRendererFeature;
}
// LateUpdate is called once per frame. It is called after coroutines, ensuring it is called properly after
// creation when running tests, since the test runner uses coroutines to run test code.
void LateUpdate()
{
EnsureSensorRegistered();
if (!SensorHandle.IsValid)
return;
foreach (var labeler in m_Labelers)
{
if (!labeler.enabled)
continue;
if (!labeler.isInitialized)
labeler.Init(this);
labeler.InternalOnUpdate();
}
// Currently there is an issue in the perception camera that causes the UI layer not to be visualized
// if we are utilizing async readback and we have to flip our captured image.
// We have created a jira issue for this (aisv-779) and have notified the engine team about this.
if (m_ShowingVisualizations)
CaptureOptions.useAsyncReadbackIfSupported = false;
}
void OnGUI()
{
if (!m_ShowingVisualizations) return;
if (!m_GUIStylesInitialized) SetUpGUIStyles();
GUI.depth = 5;
var anyLabelerEnabled = false;
// If a labeler has never been initialized then it was off from the
// start, it should not be called to draw on the UI
foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized))
{
labeler.Visualize();
anyLabelerEnabled = true;
}
if (!anyLabelerEnabled)
{
DisplayNoLabelersMessage();
return;
}
GUI.depth = 0;
hudPanel.OnDrawGUI();
var x = Screen.width - k_PanelWidth - 10;
var height = Math.Min(Screen.height * 0.5f - 20, k_PanelHeight);
GUILayout.BeginArea(new Rect(x, 10, k_PanelWidth, height), GUI.skin.box);
m_ScrollPosition = GUILayout.BeginScrollView(m_ScrollPosition);
// If a labeler has never been initialized then it was off from the
// start, it should not be called to draw on the UI
foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized))
{
labeler.VisualizeUI();
}
// This needs to happen here so that the overlay panel controls
// are placed in the controls panel
overlayPanel.OnDrawGUI(x, 10, k_PanelWidth, height);
GUILayout.EndScrollView();
GUILayout.EndArea();
}
void OnValidate()
{
if (m_Labelers == null)
m_Labelers = new List<CameraLabeler>();
}
void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
RenderPipelineManager.endFrameRendering -= OnEndFrameRendering;
RenderPipelineManager.endCameraRendering -= CheckForRendererFeature;
}
void OnDestroy()
{
DatasetCapture.SimulationEnding -= OnSimulationEnding;
OnSimulationEnding();
CleanupVisualization();
if (SensorHandle.IsValid)
SensorHandle.Dispose();
SensorHandle = default;
}
void EnsureSensorRegistered()
{
if (m_SensorHandle.IsNil)
{
m_EgoMarker = GetComponentInParent<Ego>();
var ego = m_EgoMarker == null ? DatasetCapture.RegisterEgo("") : m_EgoMarker.EgoHandle;
SensorHandle = DatasetCapture.RegisterSensor(
ego, "camera", description, firstCaptureFrame, captureTriggerMode,
simulationDeltaTime, framesBetweenCaptures, manualSensorAffectSimulationTiming);
}
}
void SetupVisualizationCamera()
{
#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
showVisualizations = false;
#else
var visualizationAllowed = s_VisualizedPerceptionCamera == null;
if (!visualizationAllowed && showVisualizations)
{
Debug.LogWarning("Currently only one PerceptionCamera may be visualized at a time. " +
$"Disabling visualization on {gameObject.name}.");
showVisualizations = false;
return;
}
if (!showVisualizations)
return;
m_ShowingVisualizations = true;
s_VisualizedPerceptionCamera = this;
hudPanel = gameObject.AddComponent<HUDPanel>();
overlayPanel = gameObject.AddComponent<OverlayPanel>();
overlayPanel.perceptionCamera = this;
#endif
}
void CheckForRendererFeature(ScriptableRenderContext context, Camera cam)
{
if (cam == attachedCamera)
{
#if URP_PRESENT
if (!m_IsGroundTruthRendererFeaturePresent)
{
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.");
enabled = false;
}
#endif
RenderPipelineManager.endCameraRendering -= CheckForRendererFeature;
}
}
#if URP_PRESENT
public void AddScriptableRenderPass(ScriptableRenderPass pass)
{
passes.Add(pass);
}
#endif
void SetUpGUIStyles()
{
GUI.skin.label.fontSize = 12;
GUI.skin.label.font = Resources.Load<Font>("Inter-Light");
GUI.skin.label.padding = new RectOffset(0, 0, 1, 1);
GUI.skin.label.margin = new RectOffset(0, 0, 1, 1);
GUI.skin.label.wordWrap = true;
GUI.skin.label.alignment = TextAnchor.MiddleLeft;
GUI.skin.box.padding = new RectOffset(5, 5, 5, 5);
GUI.skin.toggle.margin = new RectOffset(0, 0, 0, 0);
GUI.skin.horizontalSlider.margin = new RectOffset(0, 0, 0, 0);
m_GUIStylesInitialized = true;
}
void DisplayNoLabelersMessage()
{
var x = Screen.width - k_PanelWidth - 10;
var height = Math.Min(Screen.height * 0.5f - 20, 90);
GUILayout.BeginArea(new Rect(x, 10, k_PanelWidth, height), GUI.skin.box);
GUILayout.Label("Visualization: No labelers are currently active. Enable at least one labeler from the " +
"inspector window of your perception camera to see visualizations.");
// If a labeler has never been initialized then it was off from the
// start, it should not be called to draw on the UI
foreach (var labeler in m_Labelers.Where(labeler => labeler.isInitialized))
{
labeler.VisualizeUI();
GUILayout.Space(4);
}
GUILayout.EndArea();
}
/// <summary>
/// Convert the Unity 4x4 projection matrix to a 3x3 matrix
/// </summary>
// ReSharper disable once InconsistentNaming
static float3x3 ToProjectionMatrix3x3(Matrix4x4 inMatrix)
{
return new float3x3(
inMatrix[0,0], inMatrix[0,1], inMatrix[0,2],
inMatrix[1,0], inMatrix[1,1], inMatrix[1,2],
inMatrix[2,0],inMatrix[2,1], inMatrix[2,2]);
}
void CaptureRgbData(Camera cam)
{
if (!captureRgbImages)
return;
Profiler.BeginSample("CaptureDataFromLastFrame");
// Record the camera's projection matrix
SetPersistentSensorData("camera_intrinsic", ToProjectionMatrix3x3(cam.projectionMatrix));
// Record the camera's projection type (orthographic or perspective)
SetPersistentSensorData("projection", cam.orthographic ? "orthographic" : "perspective");
var captureFilename = $"{Manager.Instance.GetDirectoryFor(rgbDirectory)}/{k_RgbFilePrefix}{Time.frameCount}.png";
var dxRootPath = $"{rgbDirectory}/{k_RgbFilePrefix}{Time.frameCount}.png";
SensorHandle.ReportCapture(dxRootPath, SensorSpatialData.FromGameObjects(
m_EgoMarker == null ? null : m_EgoMarker.gameObject, gameObject),
m_PersistentSensorData.Select(kvp => (kvp.Key, kvp.Value)).ToArray());
Func<AsyncRequest<CaptureCamera.CaptureState>, AsyncRequest.Result> colorFunctor;
var width = cam.pixelWidth;
var height = cam.pixelHeight;
colorFunctor = r =>
{
using (s_WriteFrame.Auto())
{
var dataColorBuffer = (byte[])r.data.colorBuffer;
byte[] encodedData;
using (s_EncodeAndSave.Auto())
{
encodedData = ImageConversion.EncodeArrayToPNG(
dataColorBuffer, GraphicsFormat.R8G8B8A8_UNorm, (uint)width, (uint)height);
}
return !FileProducer.Write(captureFilename, encodedData)
? AsyncRequest.Result.Error
: AsyncRequest.Result.Completed;
}
};
#if SIMULATION_CAPTURE_0_0_10_PREVIEW_16_OR_NEWER
CaptureCamera.Capture(cam, colorFunctor, forceFlip: ForceFlip.None);
#else
CaptureCamera.Capture(cam, colorFunctor, flipY: flipY);
#endif
Profiler.EndSample();
}
void OnSimulationEnding()
{
CleanUpInstanceSegmentation();
foreach (var labeler in m_Labelers)
{
if (labeler.isInitialized)
labeler.InternalCleanup();
}
}
void OnBeginCameraRendering(ScriptableRenderContext scriptableRenderContext, Camera cam)
{
if (!ShouldCallLabelers(cam, m_LastFrameCaptured))
return;
m_LastFrameCaptured = Time.frameCount;
CaptureRgbData(cam);
CallOnLabelers(l => l.InternalOnBeginRendering(scriptableRenderContext));
}
void OnEndFrameRendering(ScriptableRenderContext scriptableRenderContext, Camera[] cameras)
{
bool anyCamera = false;
foreach (var cam in cameras)
{
if (ShouldCallLabelers(cam, m_LastFrameEndRendering))
{
anyCamera = true;
break;
}
}
if (!anyCamera)
return;
m_LastFrameEndRendering = Time.frameCount;
CallOnLabelers(l => l.InternalOnEndRendering(scriptableRenderContext));
CaptureInstanceSegmentation(scriptableRenderContext);
}
void CallOnLabelers(Action<CameraLabeler> action)
{
foreach (var labeler in m_Labelers)
{
if (!labeler.enabled)
continue;
if (!labeler.isInitialized)
labeler.Init(this);
action(labeler);
}
}
bool ShouldCallLabelers(Camera cam, int lastFrameCalledThisCallback)
{
if (cam != attachedCamera)
return false;
if (!SensorHandle.ShouldCaptureThisFrame)
return false;
// There are cases when OnBeginCameraRendering is called multiple times in the same frame.
// Ignore the subsequent calls.
if (lastFrameCalledThisCallback == Time.frameCount)
return false;
return true;
}
void CleanupVisualization()
{
if (s_VisualizedPerceptionCamera == this)
{
s_VisualizedPerceptionCamera = null;
}
}
#if URP_PRESENT
internal void MarkGroundTruthRendererFeatureAsPresent()
{
// only used to confirm that GroundTruthRendererFeature is present in URP
m_IsGroundTruthRendererFeaturePresent = true;
}
#endif
}
}