// Copyright Epic Games, Inc. All Rights Reserved. #include "PoseSearch/PoseSearchFeatureChannel_SamplingTime.h" #include "PoseSearch/PoseSearchAssetIndexer.h" #include "PoseSearch/PoseSearchContext.h" #include "PoseSearch/PoseSearchSchema.h" bool UPoseSearchFeatureChannel_SamplingTime::Finalize(UPoseSearchSchema* Schema) { ChannelDataOffset = Schema->SchemaCardinality; ChannelCardinality = 1; Schema->SchemaCardinality += ChannelCardinality; return true; } void UPoseSearchFeatureChannel_SamplingTime::BuildQuery(UE::PoseSearch::FSearchContext& SearchContext) const { using namespace UE::PoseSearch; FFeatureVectorHelper::EncodeFloat(SearchContext.EditFeatureVector(), ChannelDataOffset, TimeToMatch); } #if WITH_EDITOR void UPoseSearchFeatureChannel_SamplingTime::FillWeights(TArrayView Weights) const { for (int32 i = 0; i < ChannelCardinality; ++i) { Weights[ChannelDataOffset + i] = Weight; } } bool UPoseSearchFeatureChannel_SamplingTime::IndexAsset(UE::PoseSearch::FAssetIndexer& Indexer) const { using namespace UE::PoseSearch; for (int32 SampleIdx = Indexer.GetBeginSampleIdx(); SampleIdx != Indexer.GetEndSampleIdx(); ++SampleIdx) { FFeatureVectorHelper::EncodeFloat(Indexer.GetPoseVector(SampleIdx), ChannelDataOffset, Indexer.CalculateSampleTime(SampleIdx)); } return true; } UE::PoseSearch::TLabelBuilder& UPoseSearchFeatureChannel_SamplingTime::GetLabel(UE::PoseSearch::TLabelBuilder& LabelBuilder, UE::PoseSearch::ELabelFormat LabelFormat) const { GetOuterLabel(LabelBuilder, LabelFormat); AppendLabelSeparator(LabelBuilder, LabelFormat); LabelBuilder.Append(TEXT("SamplTime")); return LabelBuilder; } #endif