Files
UnrealEngine/Engine/Plugins/Animation/PoseSearch/Source/Runtime/Private/PoseSearchFeatureChannel_Heading.cpp
2025-05-18 13:04:45 +08:00

364 lines
15 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PoseSearch/PoseSearchFeatureChannel_Heading.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "PoseSearch/PoseSearchAssetIndexer.h"
#include "PoseSearch/PoseSearchAssetSampler.h"
#include "PoseSearch/PoseSearchContext.h"
#include "PoseSearch/PoseSearchDatabase.h"
#include "PoseSearch/PoseSearchSchema.h"
#include "PoseSearch/PoseSearchFeatureChannel_Position.h"
#if WITH_EDITOR
#include "PropertyHandle.h"
#endif // WITH_EDITOR
UPoseSearchFeatureChannel_Heading::UPoseSearchFeatureChannel_Heading()
{
bUseBlueprintQueryOverride = Cast<UBlueprintGeneratedClass>(GetClass()) != nullptr;
}
void UPoseSearchFeatureChannel_Heading::FindOrAddToSchema(UPoseSearchSchema* Schema, float SampleTimeOffset, const FName& BoneName, const UE::PoseSearch::FRole& Role, EHeadingAxis HeadingAxis, EPermutationTimeType PermutationTimeType)
{
if (!Schema->FindChannel([SampleTimeOffset, &BoneName, Role, HeadingAxis, PermutationTimeType](const UPoseSearchFeatureChannel* Channel) -> const UPoseSearchFeatureChannel_Heading*
{
if (const UPoseSearchFeatureChannel_Heading* Heading = Cast<UPoseSearchFeatureChannel_Heading>(Channel))
{
// @todo: channels are already finalized, so we can use SchemaBoneIdx and SchemaOriginBoneIdx instead of Bone.BoneName and OriginBone.BoneName
if (Heading->Bone.BoneName == BoneName &&
Heading->OriginBone.BoneName == NAME_None &&
Heading->SampleTimeOffset == SampleTimeOffset &&
Heading->OriginTimeOffset == 0.f &&
Heading->HeadingAxis == HeadingAxis &&
Heading->PermutationTimeType == PermutationTimeType &&
Heading->SampleRole == Role &&
Heading->OriginRole == Role &&
Heading->bDefaultWithRootBone)
{
return Heading;
}
}
return nullptr;
}))
{
UPoseSearchFeatureChannel_Heading* Heading = NewObject<UPoseSearchFeatureChannel_Heading>(Schema, NAME_None, RF_Transient);
Heading->Bone.BoneName = BoneName;
Heading->SampleRole = Role;
Heading->OriginRole = Role;
#if WITH_EDITORONLY_DATA
Heading->Weight = 0.f;
Heading->DebugColor = FLinearColor::Gray;
#endif // WITH_EDITORONLY_DATA
Heading->SampleTimeOffset = SampleTimeOffset;
Heading->HeadingAxis = HeadingAxis;
Heading->PermutationTimeType = PermutationTimeType;
Schema->AddTemporaryChannel(Heading);
}
}
bool UPoseSearchFeatureChannel_Heading::Finalize(UPoseSearchSchema* Schema)
{
using namespace UE::PoseSearch;
ChannelDataOffset = Schema->SchemaCardinality;
ChannelCardinality = UE::PoseSearch::FFeatureVectorHelper::GetVectorCardinality(ComponentStripping);
Schema->SchemaCardinality += ChannelCardinality;
SchemaBoneIdx = Schema->AddBoneReference(Bone, SampleRole, bDefaultWithRootBone);
SchemaOriginBoneIdx = Schema->AddBoneReference(OriginBone, OriginRole, bDefaultWithRootBone);
return SchemaBoneIdx != InvalidSchemaBoneIdx && SchemaOriginBoneIdx != InvalidSchemaBoneIdx;
}
void UPoseSearchFeatureChannel_Heading::AddDependentChannels(UPoseSearchSchema* Schema) const
{
if (Schema->bInjectAdditionalDebugChannels)
{
const EPermutationTimeType SamplePermutationTimeType = PermutationTimeType != EPermutationTimeType::UseSampleTime ? EPermutationTimeType::UseSampleToPermutationTime : EPermutationTimeType::UseSampleTime;
UPoseSearchFeatureChannel_Position::FindOrAddToSchema(Schema, SampleTimeOffset, Bone.BoneName, SampleRole, SamplePermutationTimeType);
// injecting 2 Heading channels to be able to reconstruct the Origin bone rotation
const EPermutationTimeType OriginPermutationTimeType = PermutationTimeType == EPermutationTimeType::UsePermutationTime ? EPermutationTimeType::UseSampleToPermutationTime : EPermutationTimeType::UseSampleTime;
UPoseSearchFeatureChannel_Heading::FindOrAddToSchema(Schema, OriginTimeOffset, Bone.BoneName, OriginRole, EHeadingAxis::X, OriginPermutationTimeType);
UPoseSearchFeatureChannel_Heading::FindOrAddToSchema(Schema, OriginTimeOffset, Bone.BoneName, OriginRole, EHeadingAxis::Y, OriginPermutationTimeType);
}
}
FVector UPoseSearchFeatureChannel_Heading::GetAxis(const FQuat& Rotation) const
{
switch (HeadingAxis)
{
case EHeadingAxis::X:
return Rotation.GetAxisX();
case EHeadingAxis::Y:
return Rotation.GetAxisY();
case EHeadingAxis::Z:
return Rotation.GetAxisZ();
}
checkNoEntry();
return FVector::XAxisVector;
}
void UPoseSearchFeatureChannel_Heading::BuildQuery(UE::PoseSearch::FSearchContext& SearchContext) const
{
using namespace UE::PoseSearch;
const bool bIsRootBone = SchemaBoneIdx == RootSchemaBoneIdx;
if (bUseBlueprintQueryOverride)
{
if (const UAnimInstance* AnimInstance = Cast<UAnimInstance>(SearchContext.GetContext(SampleRole)->GetFirstObjectParam()))
{
const FQuat BoneRotationWorld = BP_GetWorldRotation(AnimInstance);
const FQuat BoneRotation = SearchContext.GetSampleRotation(SampleTimeOffset, OriginTimeOffset, SchemaBoneIdx, SchemaOriginBoneIdx, SampleRole, OriginRole, EPermutationTimeType::UseSampleTime, &BoneRotationWorld);
FFeatureVectorHelper::EncodeVector(SearchContext.EditFeatureVector(), ChannelDataOffset, GetAxis(BoneRotation), ComponentStripping, true);
}
else
{
// @todo: support non UAnimInstance anim contexts for AnimNext
UE_LOG(LogPoseSearch, Warning, TEXT("UPoseSearchFeatureChannel_Heading::BuildQuery - unsupported null UAnimInstance: WIP support for AnimNext!"));
}
return;
}
// trying to get the BuildQuery data from another schema UPoseSearchFeatureChannel_Heading already cached in the SearchContext
if (SearchContext.IsUseCachedChannelData())
{
// composing a unique identifier to specify this channel with all the required properties to be able to share the query data with other channels of the same type
uint32 UniqueIdentifier = GetClass()->GetUniqueID();
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(SampleRole));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(OriginRole));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(SamplingAttributeId));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(SampleTimeOffset));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(OriginTimeOffset));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(HeadingAxis));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(SchemaBoneIdx));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(SchemaOriginBoneIdx));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(InputQueryPose));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(ComponentStripping));
UniqueIdentifier = HashCombineFast(UniqueIdentifier, GetTypeHash(PermutationTimeType));
TConstArrayView<float> CachedChannelData;
if (const UPoseSearchFeatureChannel* CachedChannel = SearchContext.GetCachedChannelData(UniqueIdentifier, this, CachedChannelData))
{
#if DO_CHECK
const UPoseSearchFeatureChannel_Heading* CachedHeadingChannel = Cast<UPoseSearchFeatureChannel_Heading>(CachedChannel);
check(CachedHeadingChannel);
check(CachedHeadingChannel->GetChannelCardinality() == ChannelCardinality);
check(CachedChannelData.Num() == ChannelCardinality);
// making sure there were no hash collisions
check(CachedHeadingChannel->SampleRole == SampleRole);
check(CachedHeadingChannel->OriginRole == OriginRole);
check(CachedHeadingChannel->SamplingAttributeId == SamplingAttributeId);
check(CachedHeadingChannel->SampleTimeOffset == SampleTimeOffset);
check(CachedHeadingChannel->OriginTimeOffset == OriginTimeOffset);
check(CachedHeadingChannel->HeadingAxis == HeadingAxis);
check(CachedHeadingChannel->SchemaBoneIdx == SchemaBoneIdx);
check(CachedHeadingChannel->SchemaOriginBoneIdx == SchemaOriginBoneIdx);
check(CachedHeadingChannel->InputQueryPose == InputQueryPose);
check(CachedHeadingChannel->ComponentStripping == ComponentStripping);
check(CachedHeadingChannel->PermutationTimeType == PermutationTimeType);
#endif //DO_CHECK
// copying the CachedChannelData into this channel portion of the FeatureVectorBuilder
FFeatureVectorHelper::Copy(SearchContext.EditFeatureVector().Slice(ChannelDataOffset, ChannelCardinality), 0, ChannelCardinality, CachedChannelData);
return;
}
}
const bool bCanUseCurrentResult = SearchContext.CanUseCurrentResult();
const bool bSkip = InputQueryPose != EInputQueryPose::UseCharacterPose && bCanUseCurrentResult && SampleRole == OriginRole;
if (bSkip || (!SearchContext.ArePoseHistoriesValid() && !bIsRootBone))
{
if (bCanUseCurrentResult)
{
FFeatureVectorHelper::Copy(SearchContext.EditFeatureVector(), ChannelDataOffset, ChannelCardinality, SearchContext.GetCurrentResultPoseVector());
return;
}
// we leave the SearchContext.EditFeatureVector() set to zero since the SearchContext.PoseHistory is invalid and it'll fail if we continue
UE_LOG(LogPoseSearch, Error, TEXT("UPoseSearchFeatureChannel_Heading::BuildQuery - Failed because Pose History Node is missing."));
return;
}
// calculating the BoneRotation in component space for the bone indexed by SchemaBoneIdx
const FQuat BoneRotation = SearchContext.GetSampleRotation(SampleTimeOffset, OriginTimeOffset, SchemaBoneIdx, SchemaOriginBoneIdx, SampleRole, OriginRole, PermutationTimeType);
FFeatureVectorHelper::EncodeVector(SearchContext.EditFeatureVector(), ChannelDataOffset, GetAxis(BoneRotation), ComponentStripping,true);
}
#if ENABLE_DRAW_DEBUG
void UPoseSearchFeatureChannel_Heading::DebugDraw(const UE::PoseSearch::FDebugDrawParams& DrawParams, TConstArrayView<float> PoseVector) const
{
using namespace UE::PoseSearch;
bool bDrawInjectAdditionalDebugChannels = false;
#if WITH_EDITORONLY_DATA
if (const UPoseSearchSchema* Schema = GetSchema())
{
bDrawInjectAdditionalDebugChannels = Schema->bDrawInjectAdditionalDebugChannels;
}
#endif // WITH_EDITORONLY_DATA
if (bDrawInjectAdditionalDebugChannels || DrawParams.IsAnyWeightRelevant(this))
{
FColor Color;
#if WITH_EDITORONLY_DATA
Color = DebugColor.ToFColor(true);
#else // WITH_EDITORONLY_DATA
Color = FLinearColor::White.ToFColor(true);
#endif // WITH_EDITORONLY_DATA
float PermutationSampleTimeOffset = 0.f;
float PermutationOriginTimeOffset = 0.f;
UPoseSearchFeatureChannel::GetPermutationTimeOffsets(PermutationTimeType, DrawParams.ExtractPermutationTime(PoseVector), PermutationSampleTimeOffset, PermutationOriginTimeOffset);
const EPermutationTimeType SamplePermutationTimeType = PermutationTimeType != EPermutationTimeType::UseSampleTime ? EPermutationTimeType::UseSampleToPermutationTime : EPermutationTimeType::UseSampleTime;
const EPermutationTimeType OriginPermutationTimeType = PermutationTimeType == EPermutationTimeType::UsePermutationTime ? EPermutationTimeType::UseSampleToPermutationTime : EPermutationTimeType::UseSampleTime;
const FVector FeaturesVector = FFeatureVectorHelper::DecodeVector(PoseVector, ChannelDataOffset, ComponentStripping);
const FVector BoneHeading = DrawParams.ExtractRotation(PoseVector, OriginTimeOffset, SchemaOriginBoneIdx, OriginRole, OriginPermutationTimeType, INDEX_NONE, PermutationOriginTimeOffset).RotateVector(FeaturesVector);
const FVector BonePos = DrawParams.ExtractPosition(PoseVector, SampleTimeOffset, SchemaBoneIdx, SampleRole, SamplePermutationTimeType, SamplingAttributeId, PermutationSampleTimeOffset);
DrawParams.DrawPoint(BonePos, Color, 3.f);
DrawParams.DrawLine(BonePos + BoneHeading * 4.f, BonePos + BoneHeading * 15.f, Color);
}
}
#endif // ENABLE_DRAW_DEBUG
#if WITH_EDITOR
void UPoseSearchFeatureChannel_Heading::FillWeights(TArrayView<float> Weights) const
{
for (int32 i = 0; i < ChannelCardinality; ++i)
{
Weights[ChannelDataOffset + i] = Weight;
}
}
bool UPoseSearchFeatureChannel_Heading::IndexAsset(UE::PoseSearch::FAssetIndexer& Indexer) const
{
using namespace UE::PoseSearch;
FQuat SampleRotation = FQuat::Identity;
for (int32 SampleIdx = Indexer.GetBeginSampleIdx(); SampleIdx != Indexer.GetEndSampleIdx(); ++SampleIdx)
{
if (Indexer.GetSampleRotation(SampleRotation, SampleTimeOffset, OriginTimeOffset, SampleIdx, SchemaBoneIdx, SchemaOriginBoneIdx, SampleRole, OriginRole, PermutationTimeType, SamplingAttributeId))
{
FFeatureVectorHelper::EncodeVector(Indexer.GetPoseVector(SampleIdx), ChannelDataOffset, GetAxis(SampleRotation), ComponentStripping, true);
}
else
{
return false;
}
}
return true;
}
UE::PoseSearch::TLabelBuilder& UPoseSearchFeatureChannel_Heading::GetLabel(UE::PoseSearch::TLabelBuilder& LabelBuilder, UE::PoseSearch::ELabelFormat LabelFormat) const
{
using namespace UE::PoseSearch;
GetOuterLabel(LabelBuilder, LabelFormat);
AppendLabelSeparator(LabelBuilder, LabelFormat);
LabelBuilder.Append(TEXT("Head"));
switch (HeadingAxis)
{
case EHeadingAxis::X:
LabelBuilder.Append(TEXT("X"));
break;
case EHeadingAxis::Y:
LabelBuilder.Append(TEXT("Y"));
break;
case EHeadingAxis::Z:
LabelBuilder.Append(TEXT("Z"));
break;
}
if (ComponentStripping == EComponentStrippingVector::StripXY)
{
LabelBuilder.Append(TEXT("_z"));
}
else if (ComponentStripping == EComponentStrippingVector::StripZ)
{
LabelBuilder.Append(TEXT("_xy"));
}
const UPoseSearchSchema* Schema = GetSchema();
check(Schema);
if (SchemaBoneIdx > RootSchemaBoneIdx)
{
LabelBuilder.Append(TEXT("_"));
LabelBuilder.Append(Schema->GetBoneReferences(SampleRole)[SchemaBoneIdx].BoneName.ToString());
}
else if (SchemaBoneIdx == TrajectorySchemaBoneIdx)
{
LabelBuilder.Append(TEXT("_Trj"));
}
if (SampleRole != DefaultRole)
{
LabelBuilder.Append(TEXT("["));
LabelBuilder.Append(SampleRole.ToString());
LabelBuilder.Append(TEXT("]"));
}
if (SchemaOriginBoneIdx > RootSchemaBoneIdx)
{
LabelBuilder.Append(TEXT("_"));
LabelBuilder.Append(Schema->GetBoneReferences(OriginRole)[SchemaOriginBoneIdx].BoneName.ToString());
}
else if (SchemaOriginBoneIdx == TrajectorySchemaBoneIdx)
{
LabelBuilder.Append(TEXT("_Trj"));
}
if (OriginRole != DefaultRole)
{
LabelBuilder.Append(TEXT("["));
LabelBuilder.Append(OriginRole.ToString());
LabelBuilder.Append(TEXT("]"));
}
if (PermutationTimeType == EPermutationTimeType::UsePermutationTime)
{
LabelBuilder.Append(TEXT("_PT"));
}
else if (PermutationTimeType == EPermutationTimeType::UseSampleToPermutationTime)
{
LabelBuilder.Append(TEXT("_SPT"));
}
AppendLabelSeparator(LabelBuilder, LabelFormat, true);
LabelBuilder.Appendf(TEXT("%.2f"), SampleTimeOffset);
if (!FMath::IsNearlyZero(OriginTimeOffset))
{
LabelBuilder.Appendf(TEXT("-%.2f"), OriginTimeOffset);
}
return LabelBuilder;
}
USkeleton* UPoseSearchFeatureChannel_Heading::GetSkeleton(bool& bInvalidSkeletonIsError, const IPropertyHandle* PropertyHandle)
{
// blueprint generated classes don't have a schema, until they're instanced by the schema
if (const UPoseSearchSchema* Schema = GetSchema())
{
bInvalidSkeletonIsError = false;
if (PropertyHandle)
{
if (PropertyHandle->GetProperty()->GetFName() == GET_MEMBER_NAME_CHECKED(UPoseSearchFeatureChannel_Heading, Bone))
{
return Schema->GetSkeleton(SampleRole);
}
if (PropertyHandle->GetProperty()->GetFName() == GET_MEMBER_NAME_CHECKED(UPoseSearchFeatureChannel_Heading, OriginBone))
{
return Schema->GetSkeleton(OriginRole);
}
}
}
return Super::GetSkeleton(bInvalidSkeletonIsError, PropertyHandle);
}
#endif