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Added ability to delay the current iteration

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Aryan Mann 3 年前
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55e6068e
共有 5 个文件被更改,包括 133 次插入2 次删除
  1. 2
      com.unity.perception/CHANGELOG.md
  2. 28
      com.unity.perception/Runtime/Randomization/Scenarios/ScenarioBase.cs
  3. 51
      com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ScenarioTests.cs
  4. 43
      com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ExampleDelayRandomizer.cs
  5. 11
      com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ExampleDelayRandomizer.cs.meta

2
com.unity.perception/CHANGELOG.md


Added a `projection` field in the capture.sensor metadata. Values are either "perspective" or "orthographic".
Users can now delay the current iteration for one frame from within randomizers by calling the `DelayIteration` function of the active scenario.
### Changed
Changed the JSON serialization key of Normal Sampler's standard deviation property from "standardDeviation" to "stddev". Scneario JSON configurations that were generated using previous versions will need to be manually updated to reflect this change.

28
com.unity.perception/Runtime/Randomization/Scenarios/ScenarioBase.cs


public TextAsset configuration;
private bool m_ShouldRestartIteration;
private bool m_ShouldDelayIteration;
private const int k_MaxIterationStartCount = 100;
/// <summary>

do
{
m_ShouldRestartIteration = false;
m_ShouldDelayIteration = false;
iterationStartCount++;
foreach (var randomizer in activeRandomizers)
{

if (m_ShouldDelayIteration)
{
Debug.Log($"Iteration was delayed by {randomizer.GetType().Name}");
break;
}
if (m_ShouldDelayIteration)
break;
} while (m_ShouldRestartIteration && iterationStartCount < k_MaxIterationStartCount);
if (m_ShouldRestartIteration)

randomizer.Update();
// Iterate scenario frame count
currentIterationFrame++;
if (!m_ShouldDelayIteration)
currentIterationFrame++;
framesSinceInitialization++;
}

public void RestartIteration()
{
m_ShouldRestartIteration = true;
}
/// <summary>
/// Delays the current iteration by one frame.
/// This results in <see cref="OnIterationStart" /> being called again for the same iteration.
/// </summary>
/// <remarks>
/// Must be called from within the <see cref="OnIterationStart"/> function of a class
/// inheriting from <see cref="Randomizer" />.
/// </remarks>
public void DelayIteration()
{
m_ShouldDelayIteration = true;
}
}
}

51
com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ScenarioTests.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Perception.Randomization.Randomizers;
using UnityEngine.Perception.Randomization.Scenarios;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;

}
// TODO: update this function once the perception camera doesn't skip the first frame
IEnumerator CreateNewScenario(int totalIterations, int framesPerIteration)
IEnumerator CreateNewScenario(int totalIterations, int framesPerIteration, Randomizer[] randomizers = null)
if (randomizers != null)
{
foreach (var rnd in randomizers)
{
m_Scenario.AddRandomizer(rnd);
}
}
yield return null; // Skip first frame
yield return null; // Skip first Update() frame
}

yield return null;
for (var i = 0; i < 3; i++)
Assert.AreNotEqual(seeds[i], SamplerState.NextRandomState());
}
[UnityTest]
public IEnumerator IterationSuccessfullyDelays()
{
yield return CreateNewScenario(5, 1, new Randomizer[]
{
// Delays every other iteration
new ExampleDelayRandomizer(2)
});
// State: currentIteration = 0
Assert.AreEqual(0, m_Scenario.currentIteration);
yield return null;
// State: currentIteration = 1
Assert.AreEqual(1, m_Scenario.currentIteration);
yield return null;
// State: currentIteration = 2
// Action: ExampleDelayRandomizer will delay the iteration
Assert.AreEqual(2, m_Scenario.currentIteration);
yield return null;
// State: currentIteration = 2
Assert.AreEqual(2, m_Scenario.currentIteration);
yield return null;
// State: currentIteration = 3;
Assert.AreEqual(3, m_Scenario.currentIteration);
yield return null;
// State: currentIteration = 4
// Action: ExampleDelayRandomizer will delay the iteration
Assert.AreEqual(4, m_Scenario.currentIteration);
yield return null;
// State: currentIteration = 4
Assert.AreEqual(4, m_Scenario.currentIteration);
yield return null;
// State: currentIteration = 5
Assert.AreEqual(5, m_Scenario.currentIteration);
}
PerceptionCamera SetupPerceptionCamera()

43
com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ExampleDelayRandomizer.cs


using System;
using UnityEngine;
using UnityEngine.Perception.Randomization.Randomizers;
namespace RandomizationTests.ScenarioTests
{
/// <summary>
/// Delays the scenario every Nth iteration where N is given by <see cref="m_IterationDelay" />.
/// Does not delay the very first iteration i.e. iteration 0.
/// </summary>
/// <remarks>
/// With <see cref="m_IterationDelay" /> set to 2, the iterations 2, 4, 6, ..., etc. will be delayed once.
/// </remarks>
[Serializable]
[AddRandomizerMenu("Perception Tests/Example Delay Randomizer")]
public class ExampleDelayRandomizer : Randomizer
{
int m_IterationDelay = 2;
bool m_DelayedThisIteration = false;
public ExampleDelayRandomizer(int iterationDelay = 2)
{
m_IterationDelay = Math.Max(2, iterationDelay);
}
protected override void OnIterationStart()
{
if (m_DelayedThisIteration)
{
m_DelayedThisIteration = false;
return;
}
var currentIteration = scenario.currentIteration;
if (currentIteration > 0 && ((currentIteration) % m_IterationDelay) == 0)
{
Debug.Log($"Delaying iteration {currentIteration} once.");
m_DelayedThisIteration = true;
scenario.DelayIteration();
}
}
}
}

11
com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ExampleDelayRandomizer.cs.meta


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