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

50 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PoseSearch/PoseSearchFeatureChannel_Padding.h"
#include "PoseSearch/PoseSearchAssetIndexer.h"
#include "PoseSearch/PoseSearchContext.h"
#include "PoseSearch/PoseSearchSchema.h"
void UPoseSearchFeatureChannel_Padding::AddToSchema(UPoseSearchSchema* Schema, int32 PaddingSize)
{
UPoseSearchFeatureChannel_Padding* Padding = NewObject<UPoseSearchFeatureChannel_Padding>(Schema, NAME_None, RF_Transient);
Padding->PaddingSize = PaddingSize;
Schema->AddTemporaryChannel(Padding);
}
bool UPoseSearchFeatureChannel_Padding::Finalize(UPoseSearchSchema* Schema)
{
ChannelDataOffset = Schema->SchemaCardinality;
ChannelCardinality = PaddingSize;
Schema->SchemaCardinality += ChannelCardinality;
return true;
}
void UPoseSearchFeatureChannel_Padding::BuildQuery(UE::PoseSearch::FSearchContext& SearchContext) const
{
// nothing to do here
}
#if WITH_EDITOR
void UPoseSearchFeatureChannel_Padding::FillWeights(TArrayView<float> Weights) const
{
for (int32 i = 0; i < ChannelCardinality; ++i)
{
Weights[ChannelDataOffset + i] = 0.f;
}
}
bool UPoseSearchFeatureChannel_Padding::IndexAsset(UE::PoseSearch::FAssetIndexer& Indexer) const
{
UE_LOG(LogPoseSearch, Log, TEXT("UPoseSearchFeatureChannel_Padding::IndexAsset: padding data with '%d' additional floats per pose in UPoseSearchSchema '%s'"), PaddingSize, *GetNameSafe(GetSchema()));
return true;
}
UE::PoseSearch::TLabelBuilder& UPoseSearchFeatureChannel_Padding::GetLabel(UE::PoseSearch::TLabelBuilder& LabelBuilder, UE::PoseSearch::ELabelFormat LabelFormat) const
{
GetOuterLabel(LabelBuilder, LabelFormat);
AppendLabelSeparator(LabelBuilder, LabelFormat);
LabelBuilder.Appendf(TEXT("Pad_%d_%d"), ChannelDataOffset, ChannelDataOffset + ChannelCardinality);
return LabelBuilder;
}
#endif