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UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Private/MetasoundArrayRandomNode.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundArrayRandomNode.h"
#include "CoreMinimal.h"
#include "Internationalization/Text.h"
#include "MetasoundBuilderInterface.h"
#include "MetasoundDataFactory.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundLog.h"
#include "MetasoundNodeInterface.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundOperatorInterface.h"
#include "MetasoundPrimitives.h"
#include "MetasoundTrigger.h"
#include "Containers/CircularQueue.h"
#include "MetasoundArrayNodes.h"
#include <type_traits>
#define LOCTEXT_NAMESPACE "MetasoundFrontend_RandomArrayGet"
namespace Metasound
{
FArrayRandomGet::FArrayRandomGet(int32 InSeed, int32 InMaxIndex, const TArray<float>& InWeights, int32 InNoRepeatOrder)
{
Init(InSeed, InMaxIndex, InWeights, InNoRepeatOrder);
}
void FArrayRandomGet::Init(int32 InSeed, int32 InMaxIndex, const TArray<float>& InWeights, int32 InNoRepeatOrder)
{
SetSeed(InSeed);
MaxIndex = InMaxIndex;
SetNoRepeatOrder(InNoRepeatOrder);
check(!InNoRepeatOrder || !PreviousIndicesQueue->IsFull());
RandomWeights = InWeights;
}
void FArrayRandomGet::SetSeed(int32 InSeed)
{
if (InSeed == INDEX_NONE)
{
RandomStream.Initialize(FPlatformTime::Cycles());
}
else
{
RandomStream.Initialize(InSeed);
}
ResetSeed();
}
void FArrayRandomGet::SetNoRepeatOrder(int32 InNoRepeatOrder)
{
// Make sure the no repeat order is between 0 and one less than our max index
InNoRepeatOrder = FMath::Clamp(InNoRepeatOrder, 0, MaxIndex - 1);
if (InNoRepeatOrder != NoRepeatOrder)
{
PreviousIndicesQueue = MakeUnique<TCircularQueue<int32>>(InNoRepeatOrder + 2);
PreviousIndices.Reset();
NoRepeatOrder = InNoRepeatOrder;
}
}
void FArrayRandomGet::SetRandomWeights(const TArray<float>& InRandomWeights)
{
RandomWeights = InRandomWeights;
}
void FArrayRandomGet::ResetSeed()
{
RandomStream.Reset();
}
float FArrayRandomGet::ComputeTotalWeight()
{
float TotalWeight = 0.0f;
if (RandomWeights.Num() > 0)
{
for (int32 i = 0; i < MaxIndex; ++i)
{
// If the index exists in previous indices, continue
if (PreviousIndices.Contains(i))
{
continue;
}
// We modulus on the weight array to determine weights for the input array
// I.e. if weights is 2 elements, the weights will alternate in application to the input array
TotalWeight += RandomWeights[i % RandomWeights.Num()];
}
}
return TotalWeight;
}
// Returns the next random weighted value in the array indices.
int32 FArrayRandomGet::NextValue()
{
// First compute the total size of the weights
bool bHasWeights = RandomWeights.Num() > 0;
float TotalWeight = 0.0f;
if (bHasWeights)
{
TotalWeight = ComputeTotalWeight();
if (TotalWeight == 0.0f && PreviousIndices.Num() > 0)
{
PreviousIndices.Reset();
PreviousIndicesQueue->Empty();
TotalWeight = ComputeTotalWeight();
}
// Weights might have been set with all 0.0s. If that's the case, we treat as if there were no weights set.
bHasWeights = (TotalWeight > 0.0f);
}
if (!bHasWeights)
{
TotalWeight = (float)(FMath::Max(MaxIndex - PreviousIndices.Num(), 1));
}
check(TotalWeight > 0.0f);
// Make a random choice based on the total weight
float Choice = RandomStream.FRandRange(0.0f, TotalWeight);
// Now find the index this choice matches up to
TotalWeight = 0.0f;
int32 ChosenIndex = INDEX_NONE;
for (int32 i = 0; i < MaxIndex; ++i)
{
if (PreviousIndices.Contains(i))
{
continue;
}
float NextTotalWeight = TotalWeight;
if (bHasWeights)
{
check(RandomWeights.Num() > 0);
NextTotalWeight += RandomWeights[i % RandomWeights.Num()];
}
else
{
NextTotalWeight += 1.0f;
}
if (Choice >= TotalWeight && Choice < NextTotalWeight)
{
ChosenIndex = i;
break;
}
TotalWeight = NextTotalWeight;
}
check(ChosenIndex != INDEX_NONE);
// Dequeue and remove the oldest previous index
if (NoRepeatOrder > 0)
{
if (PreviousIndices.Num() == NoRepeatOrder)
{
check(PreviousIndicesQueue->Count() == PreviousIndices.Num());
int32 OldPrevIndex;
PreviousIndicesQueue->Dequeue(OldPrevIndex);
PreviousIndices.Remove(OldPrevIndex);
check(PreviousIndices.Num() == NoRepeatOrder - 1);
}
check(PreviousIndices.Num() < NoRepeatOrder);
check(!PreviousIndicesQueue->IsFull());
bool bSuccess = PreviousIndicesQueue->Enqueue(ChosenIndex);
check(bSuccess);
check(!PreviousIndices.Contains(ChosenIndex));
PreviousIndices.Add(ChosenIndex);
check(PreviousIndicesQueue->Count() == PreviousIndices.Num());
}
return ChosenIndex;
}
FSharedStateRandomGetManager& FSharedStateRandomGetManager::Get()
{
static FSharedStateRandomGetManager RGM;
return RGM;
}
void FSharedStateRandomGetManager::InitSharedState(uint32 InSharedStateId, int32 InSeed, int32 InNumElements, const TArray<float>& InWeights, int32 InNoRepeatOrder)
{
FScopeLock Lock(&CritSect);
if (!RandomGets.Contains(InSharedStateId))
{
RandomGets.Add(InSharedStateId, MakeUnique<FArrayRandomGet>(InSeed, InNumElements, InWeights, InNoRepeatOrder));
}
}
int32 FSharedStateRandomGetManager::NextValue(uint32 InSharedStateId)
{
FScopeLock Lock(&CritSect);
TUniquePtr<FArrayRandomGet>* RG = RandomGets.Find(InSharedStateId);
return (*RG)->NextValue();
}
void FSharedStateRandomGetManager::SetSeed(uint32 InSharedStateId, int32 InSeed)
{
FScopeLock Lock(&CritSect);
TUniquePtr<FArrayRandomGet>* RG = RandomGets.Find(InSharedStateId);
(*RG)->SetSeed(InSeed);
}
void FSharedStateRandomGetManager::SetNoRepeatOrder(uint32 InSharedStateId, int32 InNoRepeatOrder)
{
FScopeLock Lock(&CritSect);
TUniquePtr<FArrayRandomGet>* RG = RandomGets.Find(InSharedStateId);
(*RG)->SetNoRepeatOrder(InNoRepeatOrder);
}
void FSharedStateRandomGetManager::ResetSeed(uint32 InSharedStateId)
{
FScopeLock Lock(&CritSect);
TUniquePtr<FArrayRandomGet>* RG = RandomGets.Find(InSharedStateId);
(*RG)->ResetSeed();
}
}
#undef LOCTEXT_NAMESPACE