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561 行
20 KiB
561 行
20 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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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.Profiling;
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using UnityEngine.Rendering;
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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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const float k_PanelWidth = 200;
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const float k_PanelHeight = 250;
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const string k_RgbFilePrefix = "rgb_";
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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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static PerceptionCamera s_VisualizedPerceptionCamera;
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//TODO: Remove the Guid path when we have proper dataset merging in Unity Simulation and Thea
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internal string rgbDirectory { get; } = $"RGB{Guid.NewGuid()}";
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internal HUDPanel hudPanel;
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internal OverlayPanel overlayPanel;
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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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bool m_ShowingVisualizations;
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bool m_GUIStylesInitialized;
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int m_LastFrameCaptured = -1;
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int m_LastFrameEndRendering = -1;
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Ego m_EgoMarker;
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SensorHandle m_SensorHandle;
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Vector2 m_ScrollPosition;
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#if URP_PRESENT
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// only used to confirm that GroundTruthRendererFeature is present in URP
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bool m_IsGroundTruthRendererFeaturePresent;
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internal List<ScriptableRenderPass> passes = new List<ScriptableRenderPass>();
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#endif
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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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/// 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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/// Caches access to the camera attached to the perception camera
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/// </summary>
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public Camera attachedCamera { get; private set; }
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/// <summary>
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/// Frame number at which this camera starts capturing.
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/// </summary>
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public int firstCaptureFrame;
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/// <summary>
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/// The method of triggering captures for this camera.
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/// </summary>
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public CaptureTriggerMode captureTriggerMode = CaptureTriggerMode.Scheduled;
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/// <summary>
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/// Have this unscheduled (manual capture) camera affect simulation timings (similar to a scheduled camera) by
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/// requesting a specific frame delta time
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/// </summary>
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public bool manualSensorAffectSimulationTiming;
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/// <summary>
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/// The simulation frame time (seconds) for this camera. E.g. 0.0166 translates to 60 frames per second.
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/// This will be used as Unity's <see cref="Time.captureDeltaTime"/>, causing a fixed number of frames to be
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/// generated for each second of elapsed simulation time regardless of the capabilities of the underlying hardware.
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/// </summary>
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public float simulationDeltaTime = 0.0166f;
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/// <summary>
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/// The number of frames to simulate and render between the camera's scheduled captures.
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/// Setting this to 0 makes the camera capture every frame.
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/// </summary>
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public int framesBetweenCaptures;
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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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/// <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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/// Requests a capture from this camera on the next rendered frame.
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/// Can only be used when using <see cref="CaptureTriggerMode.Manual"/> capture mode.
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/// </summary>
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public void RequestCapture()
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{
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if (captureTriggerMode.Equals(CaptureTriggerMode.Manual))
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{
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SensorHandle.RequestCapture();
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}
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else
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{
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Debug.LogError($"{nameof(RequestCapture)} can only be used if the camera is in " +
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$"{nameof(CaptureTriggerMode.Manual)} capture mode.");
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}
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}
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/// <summary>
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/// The <see cref="SensorHandle"/> associated with this camera.
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/// Use this to report additional annotations and metrics at runtime.
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/// </summary>
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public SensorHandle SensorHandle
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{
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get
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{
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EnsureSensorRegistered();
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return m_SensorHandle;
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}
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private set => m_SensorHandle = value;
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}
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/// <summary>
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/// Add a data object which will be added to the dataset with each capture.
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/// 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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/// <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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void Start()
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{
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// Jobs are not chained to one another in any way, maximizing parallelism
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AsyncRequest.maxJobSystemParallelism = 0;
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// Ensure that read-backs happen before Allocator.TempJob allocations get stale
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AsyncRequest.maxAsyncRequestFrameAge = 4;
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Application.runInBackground = true;
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SetupInstanceSegmentation();
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attachedCamera = GetComponent<Camera>();
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SetupVisualizationCamera();
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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.endFrameRendering += OnEndFrameRendering;
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RenderPipelineManager.endCameraRendering += CheckForRendererFeature;
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}
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// LateUpdate is called once per frame. It is called after coroutines, ensuring it is called properly after
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// creation when running tests, since the test runner uses coroutines to run test code.
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void LateUpdate()
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{
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EnsureSensorRegistered();
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if (!SensorHandle.IsValid)
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return;
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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.InternalOnUpdate();
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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.
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// We have created a jira issue for this (aisv-779) and have notified the engine team about this.
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if (m_ShowingVisualizations)
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CaptureOptions.useAsyncReadbackIfSupported = false;
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}
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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 - k_PanelWidth - 10;
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var height = Math.Min(Screen.height * 0.5f - 20, k_PanelHeight);
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GUILayout.BeginArea(new Rect(x, 10, k_PanelWidth, height), GUI.skin.box);
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m_ScrollPosition = GUILayout.BeginScrollView(m_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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}
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// This needs to happen here so that the overlay panel controls
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// are placed in the controls panel
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overlayPanel.OnDrawGUI(x, 10, k_PanelWidth, height);
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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 OnDisable()
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{
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RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
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RenderPipelineManager.endFrameRendering -= OnEndFrameRendering;
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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 EnsureSensorRegistered()
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{
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if (m_SensorHandle.IsNil)
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{
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m_EgoMarker = GetComponentInParent<Ego>();
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var ego = m_EgoMarker == null ? DatasetCapture.RegisterEgo("") : m_EgoMarker.EgoHandle;
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SensorHandle = DatasetCapture.RegisterSensor(
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ego, "camera", description, firstCaptureFrame, captureTriggerMode,
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simulationDeltaTime, framesBetweenCaptures, manualSensorAffectSimulationTiming);
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}
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}
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void SetupVisualizationCamera()
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{
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#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
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showVisualizations = false;
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#else
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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. " +
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$"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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overlayPanel = gameObject.AddComponent<OverlayPanel>();
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overlayPanel.perceptionCamera = this;
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#endif
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}
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void CheckForRendererFeature(ScriptableRenderContext context, Camera cam)
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{
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if (cam == attachedCamera)
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{
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#if URP_PRESENT
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if (!m_IsGroundTruthRendererFeaturePresent)
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{
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Debug.LogError("GroundTruthRendererFeature must be present on the ScriptableRenderer associated " +
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"with the camera. The ScriptableRenderer can be accessed through Edit -> Project Settings... " +
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"-> 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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#if URP_PRESENT
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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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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.label.wordWrap = true;
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GUI.skin.label.alignment = TextAnchor.MiddleLeft;
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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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void DisplayNoLabelersMessage()
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{
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var x = Screen.width - k_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, k_PanelWidth, height), GUI.skin.box);
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GUILayout.Label("Visualization: No labelers are currently active. Enable at least one labeler from the " +
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"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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/// <summary>
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/// Convert the Unity 4x4 projection matrix to a 3x3 matrix
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/// </summary>
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// ReSharper disable once InconsistentNaming
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static float3x3 ToProjectionMatrix3x3(Matrix4x4 inMatrix)
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{
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return new float3x3(
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inMatrix[0,0], inMatrix[0,1], inMatrix[0,2],
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inMatrix[1,0], inMatrix[1,1], inMatrix[1,2],
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inMatrix[2,0],inMatrix[2,1], inMatrix[2,2]);
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}
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void CaptureRgbData(Camera cam)
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{
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if (!captureRgbImages)
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return;
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Profiler.BeginSample("CaptureDataFromLastFrame");
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// Record the camera's projection matrix
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SetPersistentSensorData("camera_intrinsic", ToProjectionMatrix3x3(cam.projectionMatrix));
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var captureFilename = $"{Manager.Instance.GetDirectoryFor(rgbDirectory)}/{k_RgbFilePrefix}{Time.frameCount}.png";
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var dxRootPath = $"{rgbDirectory}/{k_RgbFilePrefix}{Time.frameCount}.png";
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SensorHandle.ReportCapture(dxRootPath, SensorSpatialData.FromGameObjects(
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m_EgoMarker == null ? null : m_EgoMarker.gameObject, gameObject),
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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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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(
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dataColorBuffer, GraphicsFormat.R8G8B8A8_UNorm, (uint)width, (uint)height);
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}
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return !FileProducer.Write(captureFilename, encodedData)
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? AsyncRequest.Result.Error
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: AsyncRequest.Result.Completed;
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}
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};
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#if SIMULATION_CAPTURE_0_0_10_PREVIEW_16_OR_NEWER
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CaptureCamera.Capture(cam, colorFunctor, forceFlip: ForceFlip.None);
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#else
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CaptureCamera.Capture(cam, colorFunctor, flipY: flipY);
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#endif
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Profiler.EndSample();
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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 scriptableRenderContext, Camera cam)
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{
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if (!ShouldCallLabelers(cam, m_LastFrameCaptured))
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return;
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m_LastFrameCaptured = Time.frameCount;
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CaptureRgbData(cam);
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CallOnLabelers(l => l.InternalOnBeginRendering(scriptableRenderContext));
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}
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void OnEndFrameRendering(ScriptableRenderContext scriptableRenderContext, Camera[] cameras)
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{
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bool anyCamera = false;
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foreach (var cam in cameras)
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{
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if (ShouldCallLabelers(cam, m_LastFrameEndRendering))
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{
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anyCamera = true;
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break;
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}
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}
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if (!anyCamera)
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return;
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m_LastFrameEndRendering = Time.frameCount;
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CallOnLabelers(l => l.InternalOnEndRendering(scriptableRenderContext));
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CaptureInstanceSegmentation(scriptableRenderContext);
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}
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void CallOnLabelers(Action<CameraLabeler> action)
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{
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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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action(labeler);
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}
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}
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bool ShouldCallLabelers(Camera cam, int lastFrameCalledThisCallback)
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{
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if (cam != attachedCamera)
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return false;
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if (!SensorHandle.ShouldCaptureThisFrame)
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return false;
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// There are cases when OnBeginCameraRendering is called multiple times in the same frame.
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// Ignore the subsequent calls.
|
|
if (lastFrameCalledThisCallback == Time.frameCount)
|
|
return false;
|
|
#if UNITY_EDITOR
|
|
if (UnityEditor.EditorApplication.isPaused)
|
|
return false;
|
|
#endif
|
|
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
|
|
}
|
|
}
|