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

70 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PoseSearch/PoseSearchFeatureChannel_PermutationTime.h"
#include "PoseSearch/PoseSearchAssetIndexer.h"
#include "PoseSearch/PoseSearchContext.h"
#include "PoseSearch/PoseSearchSchema.h"
void UPoseSearchFeatureChannel_PermutationTime::FindOrAddToSchema(UPoseSearchSchema* Schema)
{
if (Schema->FindFirstChannelOfType<UPoseSearchFeatureChannel_PermutationTime>() == nullptr)
{
UPoseSearchFeatureChannel_PermutationTime* PermutationTime = NewObject<UPoseSearchFeatureChannel_PermutationTime>(Schema, NAME_None, RF_Transient);
#if WITH_EDITORONLY_DATA
PermutationTime->Weight = 0.f;
#endif // WITH_EDITORONLY_DATA
Schema->AddTemporaryChannel(PermutationTime);
UE_LOG(LogPoseSearch, Warning, TEXT("required UPoseSearchFeatureChannel_PermutationTime has been added by the Schema '%s' with Weight of zero. Explicitly add one of this channel to the Schema to be able to tune its weight"), *Schema->GetName());
}
}
bool UPoseSearchFeatureChannel_PermutationTime::Finalize(UPoseSearchSchema* Schema)
{
ChannelDataOffset = Schema->SchemaCardinality;
ChannelCardinality = 1;
Schema->SchemaCardinality += ChannelCardinality;
return true;
}
void UPoseSearchFeatureChannel_PermutationTime::BuildQuery(UE::PoseSearch::FSearchContext& SearchContext) const
{
using namespace UE::PoseSearch;
FFeatureVectorHelper::EncodeFloat(SearchContext.EditFeatureVector(), ChannelDataOffset, SearchContext.GetDesiredPermutationTimeOffset());
}
float UPoseSearchFeatureChannel_PermutationTime::GetPermutationTime(TConstArrayView<float> PoseVector) const
{
using namespace UE::PoseSearch;
return FFeatureVectorHelper::DecodeFloat(PoseVector, ChannelDataOffset);
}
#if WITH_EDITOR
void UPoseSearchFeatureChannel_PermutationTime::FillWeights(TArrayView<float> Weights) const
{
for (int32 i = 0; i < ChannelCardinality; ++i)
{
Weights[ChannelDataOffset + i] = Weight;
}
}
bool UPoseSearchFeatureChannel_PermutationTime::IndexAsset(UE::PoseSearch::FAssetIndexer& Indexer) const
{
using namespace UE::PoseSearch;
const float PermutationTimeOffset = Indexer.CalculatePermutationTimeOffset();
for (int32 SampleIdx = Indexer.GetBeginSampleIdx(); SampleIdx != Indexer.GetEndSampleIdx(); ++SampleIdx)
{
FFeatureVectorHelper::EncodeFloat(Indexer.GetPoseVector(SampleIdx), ChannelDataOffset, PermutationTimeOffset);
}
return true;
}
UE::PoseSearch::TLabelBuilder& UPoseSearchFeatureChannel_PermutationTime::GetLabel(UE::PoseSearch::TLabelBuilder& LabelBuilder, UE::PoseSearch::ELabelFormat LabelFormat) const
{
GetOuterLabel(LabelBuilder, LabelFormat);
AppendLabelSeparator(LabelBuilder, LabelFormat);
LabelBuilder.Append(TEXT("PermTime"));
return LabelBuilder;
}
#endif