API additions, license year ++
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com.unity.perception copyright © 2020 Unity Technologies ApS
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com.unity.perception copyright © 2021 Unity Technologies ApS
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Apache License
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Version 2.0, January 2004
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@ -50,9 +50,9 @@ namespace UnityEngine.Perception.GroundTruth
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/// <param name="modality">The kind of the sensor (ex. "camera", "lidar")</param>
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/// <param name="description">A human-readable description of the sensor (ex. "front-left rgb camera")</param>
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/// <param name="firstCaptureFrame">The time, in seconds, from the start of the sequence on which this sensor should first be scheduled.</param>
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/// <param name="captureTriggerMode"></param>
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/// <param name="simulationDeltaTime"></param>
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/// <param name="framesBetweenCaptures"></param>
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/// <param name="captureTriggerMode">The method of triggering captures for this sensor.</param>
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/// <param name="simulationDeltaTime">The simulation frame time (seconds) requested by this sensor.</param>
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/// <param name="framesBetweenCaptures">The number of frames to simulate and render between the camera's scheduled captures. Setting this to 0 makes the camera capture every frame.</param>
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/// <param name="manualSensorAffectSimulationTiming"></param>
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/// <returns>A <see cref="SensorHandle"/>, which should be used to check <see cref="SensorHandle.ShouldCaptureThisFrame"/> each frame to determine whether to capture (or render) that frame.
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/// It is also used to report captures, annotations, and metrics on the sensor.</returns>
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@ -293,6 +293,9 @@ namespace UnityEngine.Perception.GroundTruth
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/// </summary>
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public bool ShouldCaptureThisFrame => DatasetCapture.SimulationState.ShouldCaptureThisFrame(this);
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/// <summary>
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/// Requests a capture from this sensor on the next rendered frame. Can only be used with manual capture mode (<see cref="PerceptionCamera.CaptureTriggerMode.Manual"/>).
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/// </summary>
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public void CaptureOnNextUpdate()
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{
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DatasetCapture.SimulationState.SetNextCaptureTimeToNowForSensor(this);
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@ -49,15 +49,24 @@ namespace UnityEngine.Perception.GroundTruth
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public int firstCaptureFrame = 0;
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/// <summary>
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/// The method of triggering captures for this camera. In <see cref="PerceptionCamera.CaptureTriggerMode.Scheduled"/> mode, captures happen automatically based on a start time/frame and time/frame interval. In <see cref="PerceptionCamera.CaptureTriggerMode.Scheduled"/> mode, captures should be triggered manually through calling the <see cref="PerceptionCamera.CaptureOnNextUpdate"/> method of <see cref="PerceptionCamera"/>."
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/// Capture trigger modes for <see cref="PerceptionCamera"/>.
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/// </summary>
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public enum CaptureTriggerMode
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{
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/// <summary>
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/// Captures happen automatically based on a start frame and frame delta time.
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/// </summary>
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Scheduled,
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/// <summary>
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/// Captures should be triggered manually through calling the <see cref="PerceptionCamera.CaptureOnNextUpdate"/> method of <see cref="PerceptionCamera"/>.
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/// </summary>
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Manual
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}
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public CaptureTriggerMode captureTriggerMode = CaptureTriggerMode.Scheduled;
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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 requesting a specific frame delta time
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@ -70,7 +79,7 @@ namespace UnityEngine.Perception.GroundTruth
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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. Setting this to 0 makes the camera capture frame.
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/// The number of frames to simulate and render between the camera's scheduled captures. Setting this to 0 makes the camera capture every frame.
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/// </summary>
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public int framesBetweenCaptures = 0;
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