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added configuration text asset field to scenario

/main
sleal-unity 4 年前
当前提交
9a593a3f
共有 5 个文件被更改,包括 73 次插入72 次删除
  1. 5
      com.unity.perception/Editor/Randomization/Editors/ScenarioBaseEditor.cs
  2. 39
      com.unity.perception/Runtime/GroundTruth/Labelers/CameraLabeler.cs
  3. 80
      com.unity.perception/Runtime/Randomization/Scenarios/ScenarioBase.cs
  4. 17
      com.unity.perception/Runtime/Randomization/Scenarios/UnitySimulationScenario.cs
  5. 4
      com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ScenarioTests.cs

5
com.unity.perception/Editor/Randomization/Editors/ScenarioBaseEditor.cs


if (string.IsNullOrEmpty(filePath))
return;
Undo.RecordObject(m_Scenario, "Deserialized scenario configuration");
m_Scenario.DeserializeFromFile(filePath);
var originalConfig = m_Scenario.configuration;
m_Scenario.LoadConfigurationFromFile(filePath);
m_Scenario.DeserializeConfiguration();
m_Scenario.configuration = originalConfig;
Debug.Log($"Deserialized scenario configuration from {Path.GetFullPath(filePath)}. " +
"Using undo in the editor will revert these changes to your scenario.");
PlayerPrefs.SetString(k_ConfigFilePlayerPrefKey, filePath);

39
com.unity.perception/Runtime/GroundTruth/Labelers/CameraLabeler.cs


/// </summary>
protected virtual void Cleanup() {}
/// <summary>
/// Initializes labeler with the target perception camera
/// </summary>
/// <param name="camera">The target perception camera</param>
public void Init(PerceptionCamera camera)
{
try
{
perceptionCamera = camera;
sensorHandle = camera.SensorHandle;
Setup();
isInitialized = true;
m_ShowVisualizations = supportsVisualization && perceptionCamera.showVisualizations;
}
catch (Exception)
{
enabled = false;
throw;
}
}
internal void InternalSetup() => Setup();
internal bool InternalVisualizationEnabled

internal void Visualize()
{
if (visualizationEnabled) OnVisualize();
}
internal void Init(PerceptionCamera newPerceptionCamera)
{
try
{
this.perceptionCamera = newPerceptionCamera;
sensorHandle = newPerceptionCamera.SensorHandle;
Setup();
isInitialized = true;
m_ShowVisualizations = supportsVisualization && perceptionCamera.showVisualizations;
}
catch (Exception)
{
this.enabled = false;
throw;
}
}
}
}

80
com.unity.perception/Runtime/Randomization/Scenarios/ScenarioBase.cs


/// <summary>
/// The list of randomizers managed by this scenario
/// </summary>
[SerializeReference] List<Randomizer> m_Randomizers = new List<Randomizer>();
[HideInInspector, SerializeReference] List<Randomizer> m_Randomizers = new List<Randomizer>();
/// <summary>
/// An external text asset that is loaded when the scenario starts to configure scenario settings
/// </summary>
[HideInInspector] public TextAsset configuration;
/// <summary>
/// Enumerates over all enabled randomizers

ScenarioSerializer.SerializeToFile(this, filePath);
}
/// <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 virtual void DeserializeFromJson(string json)
public void LoadConfigurationFromFile(string filePath)
ScenarioSerializer.Deserialize(this, 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 virtual void DeserializeFromFile(string configFilePath)
{
if (string.IsNullOrEmpty(configFilePath))
throw new ArgumentException($"{nameof(configFilePath)} is null or empty");
if (!File.Exists(configFilePath))
throw new ArgumentException($"No configuration file found at {configFilePath}");
var jsonText = File.ReadAllText(configFilePath);
DeserializeFromJson(jsonText);
#if !UNITY_EDITOR
Debug.Log($"Deserialized scenario configuration from {Path.GetFullPath(configFilePath)}");
#endif
if (!File.Exists(filePath))
throw new FileNotFoundException($"No configuration file found at {filePath}");
var jsonText = File.ReadAllText(filePath);
configuration = new TextAsset(jsonText);
}
/// <summary>

protected virtual void DeserializeFromCommandLine(string commandLineArg="--scenario-config-file")
protected void LoadConfigurationFromCommandLine(string commandLineArg="--scenario-config-file")
{
var args = Environment.GetCommandLineArgs();
var filePath = string.Empty;

return;
}
try { DeserializeFromFile(filePath); }
catch (Exception exception)
{
Debug.LogException(exception);
Debug.LogError("An exception was caught while attempting to parse a " +
$"scenario configuration file at {filePath}. Cleaning up and exiting simulation.");
}
LoadConfigurationFromFile(filePath);
}
/// <summary>
/// Loads and stores a JSON scenario settings configuration file before the scenario starts
/// </summary>
protected virtual void LoadConfigurationAsset()
{
LoadConfigurationFromCommandLine();
}
/// <summary>
/// Overwrites this scenario's randomizer settings and scenario constants from a JSON serialized configuration
/// </summary>
public virtual void DeserializeConfiguration()
{
if (configuration != null)
ScenarioSerializer.Deserialize(this, configuration.text);
}
/// <summary>

/// OnAwake is called when this scenario MonoBehaviour is created or instantiated
/// </summary>
protected virtual void OnAwake() { }
/// <summary>
/// OnConfigurationImport is called before OnStart in the same frame. This method by default loads a scenario
/// settings from a file before the scenario begins.
/// </summary>
protected virtual void OnConfigurationImport()
{
#if !UNITY_EDITOR
DeserializeFromCommandLine();
#endif
}
/// <summary>
/// OnStart is called when the scenario first begins playing

case State.Initializing:
if (isScenarioReadyToStart)
{
OnConfigurationImport();
#if !UNITY_EDITOR
LoadConfigurationAsset();
#endif
DeserializeConfiguration();
state = State.Playing;
OnStart();
foreach (var randomizer in m_Randomizers)

17
com.unity.perception/Runtime/Randomization/Scenarios/UnitySimulationScenario.cs


/// <inheritdoc/>
protected sealed override bool isScenarioComplete => currentIteration >= constants.totalIterations;
/// <inheritdoc/>
protected override void OnConfigurationImport()
protected override void LoadConfigurationAsset()
DeserializeFromFile(new Uri(Configuration.Instance.SimulationConfig.app_param_uri).LocalPath);
constants.instanceIndex = int.Parse(Configuration.Instance.GetInstanceId()) - 1;
var filePath = new Uri(Configuration.Instance.SimulationConfig.app_param_uri).LocalPath;
LoadConfigurationFromFile(filePath);
base.OnConfigurationImport();
base.LoadConfigurationAsset();
}
/// <inheritdoc/>
public override void DeserializeConfiguration()
{
base.DeserializeConfiguration();
if (Configuration.Instance.IsSimulationRunningInCloud())
constants.instanceIndex = int.Parse(Configuration.Instance.GetInstanceId()) - 1;
currentIteration = constants.instanceIndex;
}

4
com.unity.perception/Tests/Runtime/Randomization/ScenarioTests/ScenarioTests.cs


// Serialize some values
m_Scenario.constants = constants;
var serializedConfig = m_Scenario.SerializeToJson();
m_Scenario.configuration = new TextAsset(m_Scenario.SerializeToJson());
m_Scenario.DeserializeFromJson(serializedConfig);
m_Scenario.DeserializeConfiguration();
// Check if the values reverted correctly
Assert.AreEqual(m_Scenario.constants.framesPerIteration, constants.framesPerIteration);

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