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184 行
7.8 KiB
184 行
7.8 KiB
using System;
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using Unity.Profiling;
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using Unity.Simulation;
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using UnityEngine.EventSystems;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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namespace UnityEngine.Perception.GroundTruth
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{
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/// <summary>
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/// Abstract class for defining custom annotation and metric generation to be run by <see cref="PerceptionCamera"/>.
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/// Instances of CameraLabeler on <see cref="PerceptionCamera.labelers"/> will be invoked each frame the camera is
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/// set to capture data (see <see cref="SensorHandle.ShouldCaptureThisFrame"/>).
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/// </summary>
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[Serializable]
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public abstract class CameraLabeler
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{
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/// <summary>
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/// A human-readable description of the labeler
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/// </summary>
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public abstract string description { get; protected set; }
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/// <summary>
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/// Whether the CameraLabeler should be set up and called each frame.
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/// </summary>
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public bool enabled = true;
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internal bool isInitialized { get; private set; }
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/// <summary>
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/// Labelers should set this in their setup to define if they support realtime
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/// visualization of their data.
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/// </summary>
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protected abstract bool supportsVisualization
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{
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get;
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}
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/// <summary>
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/// The heads up display (HUD) panel. Generally used to add stats to the display.
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/// </summary>
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public HUDPanel hudPanel => perceptionCamera != null ? perceptionCamera.hudPanel : null;
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/// <summary>
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/// The overlay panel. Used to control which full screen image visual is displayed.
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/// </summary>
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public OverlayPanel overlayPanel => perceptionCamera != null ? perceptionCamera.overlayPanel : null;
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/// <summary>
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/// The <see cref="PerceptionCamera"/> that contains this labeler.
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/// </summary>
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protected PerceptionCamera perceptionCamera { get; private set; }
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/// <summary>
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/// The SensorHandle for the <see cref="PerceptionCamera"/> that contains this labeler. Use this to report
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/// annotations and metrics.
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/// </summary>
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protected SensorHandle sensorHandle { get; private set; }
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/// <summary>
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/// Called just before the first call to <see cref="OnUpdate"/> or <see cref="OnBeginRendering"/>. Implement this
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/// to initialize state.
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/// </summary>
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protected virtual void Setup() { }
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/// <summary>
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/// Called when the labeler's visualization capability is turned on or off.
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/// </summary>
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/// <param name="visualizerEnabled">The current enabled state of the visualizer</param>
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protected virtual void OnVisualizerEnabledChanged(bool visualizerEnabled) {}
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/// <summary>
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/// Called during the Update each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
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/// </summary>
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protected virtual void OnUpdate() {}
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/// <summary>
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/// Called just before the camera renders each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
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/// </summary>
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/// <param name="scriptableRenderContext">The current context from the Scriptable Render Pipeline.</param>
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protected virtual void OnBeginRendering(ScriptableRenderContext scriptableRenderContext) {}
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/// <summary>
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/// Called just after the camera renders each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
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/// </summary>
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/// <param name="scriptableRenderContext">The current context from the Scriptable Render Pipeline.</param>
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protected virtual void OnEndRendering(ScriptableRenderContext scriptableRenderContext) {}
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/// <summary>
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/// Labeling pass to display labeler's visualization components, if applicable. Important note, all labeler's visualizations need
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/// to use Unity's Immediate Mode GUI (IMGUI) <see cref="https://docs.unity3d.com/Manual/GUIScriptingGuide.html"/> system.
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/// This called is triggered from <see cref="perceptionCamera.OnGUI"/> call. This call happens immediately before <see cref="OnVisualizeAdditionalUI"/>
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/// so that the visualization components are drawn below the UI elements.
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/// </summary>
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protected virtual void OnVisualize() {}
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/// <summary>
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/// In this pass, a labeler can add custom GUI controls to the scene. Important note, all labeler's additional
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/// GUIs need to use Unity's Immediate Mode GUI (IMGUI) <see cref="https://docs.unity3d.com/Manual/GUIScriptingGuide.html"/> system.
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/// This called is triggered from <see cref="perceptionCamera.OnGUI"/> call. This call happens immediately after the <see cref="OnVisualize"/>
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/// so that the visualization components are drawn below the UI elements.
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/// </summary>
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protected virtual void OnVisualizeAdditionalUI() {}
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/// <summary>
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/// Called when the Labeler is about to be destroyed or removed from the PerceptionCamera. Use this to clean up to state.
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/// </summary>
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protected virtual void Cleanup() {}
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internal void InternalSetup() => Setup();
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internal bool InternalVisualizationEnabled
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{
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get => visualizationEnabled;
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set => visualizationEnabled = value;
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}
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internal void InternalOnUpdate() => OnUpdate();
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internal void InternalOnBeginRendering(ScriptableRenderContext context) => OnBeginRendering(context);
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internal void InternalOnEndRendering(ScriptableRenderContext context) => OnEndRendering(context);
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internal void InternalCleanup() => Cleanup();
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internal void InternalVisualize() => OnVisualize();
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private bool m_ShowVisualizations = false;
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/// <summary>
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/// Turns on/off the labeler's realtime visualization capability. If a labeler does not support realtime
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/// visualization (<see cref="supportsVisualization"/>) or visualization is not enabled on the PerceptionCamera
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/// this will not function.
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/// </summary>
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internal bool visualizationEnabled
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{
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get
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{
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return supportsVisualization && m_ShowVisualizations;
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}
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set
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{
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if (!supportsVisualization) return;
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if (value != m_ShowVisualizations)
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{
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m_ShowVisualizations = value;
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OnVisualizerEnabledChanged(m_ShowVisualizations);
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}
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}
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}
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internal void VisualizeUI()
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{
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if (supportsVisualization && !(this is IOverlayPanelProvider))
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{
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GUILayout.Label(GetType().Name);
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GUILayout.BeginHorizontal();
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GUILayout.Space(10);
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GUILayout.Label("Enabled");
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GUILayout.FlexibleSpace();
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visualizationEnabled = GUILayout.Toggle(visualizationEnabled, "");
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GUILayout.EndHorizontal();
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if (visualizationEnabled) OnVisualizeAdditionalUI();
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}
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}
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internal void Visualize()
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{
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if (visualizationEnabled) OnVisualize();
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}
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internal void Init(PerceptionCamera newPerceptionCamera)
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{
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try
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{
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this.perceptionCamera = newPerceptionCamera;
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sensorHandle = newPerceptionCamera.SensorHandle;
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Setup();
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isInitialized = true;
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m_ShowVisualizations = supportsVisualization && perceptionCamera.showVisualizations;
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}
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catch (Exception)
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{
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this.enabled = false;
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throw;
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}
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}
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}
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}
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