Files
UnrealEngine/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Public/MetasoundTriggerAccumulatorNode.h
2025-05-18 13:04:45 +08:00

202 lines
6.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MetasoundFacade.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundPrimitives.h"
#include "MetasoundStandardNodesNames.h"
#include "MetasoundTrigger.h"
#include "Internationalization/Text.h"
#include "MetasoundParamHelper.h"
#define LOCTEXT_NAMESPACE "MetasoundStandardNodes_AccumulatorNode"
namespace Metasound
{
namespace MetasoundTriggerAccumulatorNodePrivate
{
METASOUNDSTANDARDNODES_API FNodeClassMetadata CreateNodeClassMetadata(const FName& InOperatorName, const FText& InDisplayName, const FText& InDescription, const FVertexInterface& InDefaultInterface);
}
namespace TriggerAccumulatorVertexNames
{
METASOUND_PARAM(InputAutoReset, "Auto Reset", "Input trigger resets the trigger accumulation count.");
METASOUND_PARAM(InputTrigger, "In {0}", "Trigger {0} input. All trigger inputs must be triggered before the output trigger is hit.");
METASOUND_PARAM(AccumulateOutputOnTrigger, "Out", "Triggered when all input triggers have been triggered. Call Reset to reset the state or use \"Auto Reset\".");
}
template<uint32 NumInputs>
class TTriggerAccumulatorOperator : public TExecutableOperator<TTriggerAccumulatorOperator<NumInputs>>
{
public:
static const FVertexInterface& GetDefaultInterface()
{
using namespace TriggerAccumulatorVertexNames;
auto CreateDefaultInterface = []() -> FVertexInterface
{
FInputVertexInterface InputInterface;
for (uint32 i = 0; i < NumInputs; ++i)
{
InputInterface.Add(TInputDataVertex<FTrigger>(METASOUND_GET_PARAM_NAME_WITH_INDEX_AND_METADATA(InputTrigger, i)));
}
InputInterface.Add(TInputDataVertex<bool>(METASOUND_GET_PARAM_NAME_AND_METADATA(InputAutoReset)));
FOutputVertexInterface OutputInterface;
OutputInterface.Add(TOutputDataVertex<FTrigger>(METASOUND_GET_PARAM_NAME_AND_METADATA(AccumulateOutputOnTrigger)));
return FVertexInterface(InputInterface, OutputInterface);
};
static const FVertexInterface DefaultInterface = CreateDefaultInterface();
return DefaultInterface;
}
static const FNodeClassMetadata& GetNodeInfo()
{
auto CreateNodeClassMetadata = []() -> FNodeClassMetadata
{
FName OperatorName = *FString::Printf(TEXT("Trigger Accumulate (%d)") , NumInputs);
FText NodeDisplayName = METASOUND_LOCTEXT_FORMAT("TriggerAccumulateDisplayNamePattern", "Trigger Accumulate ({0})", NumInputs);
const FText NodeDescription = METASOUND_LOCTEXT("TriggerAccumulateDescription", "Will trigger output once all input triggers have been hit at some point in the past.");
FVertexInterface NodeInterface = GetDefaultInterface();
return MetasoundTriggerAccumulatorNodePrivate::CreateNodeClassMetadata(OperatorName, NodeDisplayName, NodeDescription, NodeInterface);
};
static const FNodeClassMetadata Metadata = CreateNodeClassMetadata();
return Metadata;
}
static TUniquePtr<IOperator> CreateOperator(const FBuildOperatorParams& InParams, FBuildResults& OutResults)
{
using namespace TriggerAccumulatorVertexNames;
const FInputVertexInterfaceData& InputData = InParams.InputData;
FBoolReadRef bInAutoReset = InputData.GetOrCreateDefaultDataReadReference<bool>(METASOUND_GET_PARAM_NAME(InputAutoReset), InParams.OperatorSettings);
TArray<FTriggerReadRef> InputTriggers;
for (uint32 i = 0; i < NumInputs; ++i)
{
InputTriggers.Add(InputData.GetOrCreateDefaultDataReadReference<FTrigger>(METASOUND_GET_PARAM_NAME_WITH_INDEX(InputTrigger, i), InParams.OperatorSettings));
}
return MakeUnique<TTriggerAccumulatorOperator<NumInputs>>(InParams.OperatorSettings, bInAutoReset, MoveTemp(InputTriggers));
}
TTriggerAccumulatorOperator(const FOperatorSettings& InSettings,
const FBoolReadRef& bInAutoReset,
const TArray<FTriggerReadRef>&& InInputTriggers)
: bAutoReset(bInAutoReset)
, InputTriggers(InInputTriggers)
, OutputTrigger(FTriggerWriteRef::CreateNew(InSettings))
{
ResetTriggerState();
}
virtual ~TTriggerAccumulatorOperator() = default;
virtual void BindInputs(FInputVertexInterfaceData& InOutVertexData) override
{
using namespace TriggerAccumulatorVertexNames;
for (uint32 i = 0; i < NumInputs; ++i)
{
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME_WITH_INDEX(InputTrigger, i), InputTriggers[i]);
}
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(InputAutoReset), bAutoReset);
}
virtual void BindOutputs(FOutputVertexInterfaceData& InOutVertexData) override
{
using namespace TriggerAccumulatorVertexNames;
InOutVertexData.BindReadVertex(METASOUND_GET_PARAM_NAME(AccumulateOutputOnTrigger), OutputTrigger);
}
void TriggerOutputIfReady(int32 InStartFrame)
{
for (bool WasTriggered : bInputWasTriggered)
{
if (!WasTriggered)
{
return;
}
}
if (*bAutoReset)
{
ResetTriggerState();
}
if (!bOutputTriggered)
{
OutputTrigger->TriggerFrame(InStartFrame);
bOutputTriggered = true;
}
}
void ResetTriggerState()
{
bOutputTriggered = false;
bInputWasTriggered.Reset();
bInputWasTriggered.AddDefaulted(InputTriggers.Num());
}
void Execute()
{
OutputTrigger->AdvanceBlock();
if (bOutputTriggered && !*bAutoReset)
{
return;
}
for (uint32 i = 0; i < NumInputs; ++i)
{
InputTriggers[i]->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this, i](int32 StartFrame, int32 EndFrame)
{
bInputWasTriggered[i] = true;
TriggerOutputIfReady(StartFrame);
}
);
}
}
void Reset(const IOperator::FResetParams& InParams)
{
OutputTrigger->Reset();
ResetTriggerState();
}
private:
FBoolReadRef bAutoReset;
TArray<FTriggerReadRef> InputTriggers;
FTriggerWriteRef OutputTrigger;
TArray<bool> bInputWasTriggered;
bool bOutputTriggered = false;
};
/** TTriggerAccumulatorNode
*
* Routes values from multiple input pins to a single output pin based on trigger inputs.
*/
template<uint32 NumInputs>
using TTriggerAccumulatorNode = TNodeFacade<TTriggerAccumulatorOperator<NumInputs>>;
} // namespace Metasound
#undef LOCTEXT_NAMESPACE //MetasoundStandardNodes_AccumulatorNode