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UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundArrayRandomNode.h
phil popp 2422ceda6d Updating vertex default retrieval method
#rb Rob.Gay
#jira UEAU-750
#preflight 605a6c01aab31200018ce048

#ROBOMERGE-SOURCE: CL 15787523 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15790788 by phil popp in ue5-main branch]
2021-03-23 22:43:28 -04:00

372 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#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"
namespace Metasound
{
/** Random Get Node Vertex Names */
namespace ArrayNodeRandomGetVertexNames
{
METASOUNDFRONTEND_API const FString& GetInputTriggerNextName();
METASOUNDFRONTEND_API const FString& GetInputTriggerResetName();
METASOUNDFRONTEND_API const FString& GetInputRandomArrayName();
METASOUNDFRONTEND_API const FString& GetInputWeightsName();
METASOUNDFRONTEND_API const FString& GetInputSeedName();
METASOUNDFRONTEND_API const FString& GetInputNoRepeatOrderName();
METASOUNDFRONTEND_API const FString& GetInputEnableSharedStateName();
METASOUNDFRONTEND_API const FString& GetOutputTriggerOnNextName();
METASOUNDFRONTEND_API const FString& GetOutputTriggerOnResetName();
METASOUNDFRONTEND_API const FString& GetOutputValueName();
}
class METASOUNDFRONTEND_API FArrayRandomGet
{
public:
FArrayRandomGet() = default;
FArrayRandomGet(int32 InSeed, int32 InMaxIndex, int32 InNoRepeatOrder);
void Init(int32 InSeed, int32 InMaxIndex, int32 InNoRepeatOrder);
void SetSeed(int32 InSeed);
void SetNoRepeatOrder(int32 InNoRepeatOrder);
void ResetSeed();
int32 NextValue();
private:
// The current index into the array of indicies (wraps between 0 and ShuffleIndices.Num())
TArray<int32> PreviousIndices;
TUniquePtr<TCircularQueue<int32>> PreviousIndicesQueue;
int32 NoRepeatOrder = INDEX_NONE;
// Array of indices (in order 0 to Num)
int32 MaxIndex = 0;
TArray<float> RandomWeights;
// Random stream to use to randomize the shuffling
FRandomStream RandomStream;
};
class METASOUNDFRONTEND_API FSharedStateRandomGetManager
{
public:
static FSharedStateRandomGetManager& Get();
void InitSharedState(uint32 InSharedStateId, int32 InSeed, int32 InNumElements, int32 InNoRepeatOrder);
int32 NextValue(uint32 InSharedStateId);
void SetSeed(uint32 InSharedStateId, int32 InSeed);
void SetNoRepeatOrder(uint32 InSharedStateId, int32 InNoRepeatOrder);
void ResetSeed(uint32 InSharedStateId);
private:
FSharedStateRandomGetManager() = default;
~FSharedStateRandomGetManager() = default;
FCriticalSection CritSect;
TMap<uint32, TUniquePtr<FArrayRandomGet>> RandomGets;
};
/** TArrayShuffleOperator shuffles an array on trigger and outputs values sequentially on "next". It avoids repeating shuffled elements and supports auto-shuffling.*/
template<typename ArrayType>
class TArrayRandomGetOperator : public TExecutableOperator<TArrayRandomGetOperator<ArrayType>>
{
public:
using FArrayDataReadReference = TDataReadReference<ArrayType>;
using ElementType = typename MetasoundArrayNodesPrivate::TArrayElementType<ArrayType>::Type;
using FElementTypeWriteReference = TDataWriteReference<ElementType>;
using WeightArrayType = TArray<float>;
static const FVertexInterface& GetDefaultInterface()
{
using namespace ArrayNodeRandomGetVertexNames;
static const FVertexInterface DefaultInterface(
FInputVertexInterface(
TInputDataVertexModel<FTrigger>(GetInputTriggerNextName(), LOCTEXT("RandomGetArrayOpInputTriggerNextTT", "Trigger to get the next value in the randomized array.")),
TInputDataVertexModel<FTrigger>(GetInputTriggerResetName(), LOCTEXT("RandomGetArrayOpInputTriggerResetTT", "Trigger to reset the seed for the randomized array.")),
TInputDataVertexModel<ArrayType>(GetInputRandomArrayName(), LOCTEXT("RandomGetArrayOpArrayTT", "Input array to randomized.")),
TInputDataVertexModel<WeightArrayType>(GetInputWeightsName(), LOCTEXT("RandomGetOpInputSeedTT", "Input array of weights to use for random selection. Will repeat if this array is shorter than the input array to select from.")),
TInputDataVertexModel<int32>(GetInputSeedName(), LOCTEXT("RandomGetOpInputSeedTT", "Seed to use for the the random shuffle."), -1),
TInputDataVertexModel<int32>(GetInputNoRepeatOrderName(), LOCTEXT("RandomGetOpInputNoRepeatOrderTT", "The number of elements to track to avoid repeating in a row."), 1),
TInputDataVertexModel<bool>(GetInputEnableSharedStateName(), LOCTEXT("RandomGetOpEnableSharedStateNameTT", "Set to enabled shared state across instances of this metasound."), false)
),
FOutputVertexInterface(
TOutputDataVertexModel<FTrigger>(GetOutputTriggerOnNextName(), LOCTEXT("RandomGetOpOutputTriggerOnNextNameTT", "Triggers when the \"Next\" input is triggered.")),
TOutputDataVertexModel<FTrigger>(GetOutputTriggerOnResetName(), LOCTEXT("RandomGetOpOutputTriggerOnShuffleNameTT", "Triggers when the \"Shuffle\" input is triggered or if the array is auto-shuffled.")),
TOutputDataVertexModel<ElementType>(GetOutputValueName(), LOCTEXT("RandomGetOpOutputValueTT", "Value of the current shuffled element."))
)
);
return DefaultInterface;
}
static const FNodeClassMetadata& GetNodeInfo()
{
auto CreateNodeClassMetadata = []() -> FNodeClassMetadata
{
FName DataTypeName = GetMetasoundDataTypeName<ArrayType>();
FName OperatorName = TEXT("Random Get");
FText NodeDisplayName = FText::Format(LOCTEXT("RandomGetArrayOpDisplayNamePattern", "Random Get ({0})"), FText::FromString(GetMetasoundDataTypeString<ArrayType>()));
FText NodeDescription = LOCTEXT("RandomGetArrayDescription", "Randomly retrieve data from input array using the supplied weights.");
FVertexInterface NodeInterface = GetDefaultInterface();
return MetasoundArrayNodesPrivate::CreateArrayNodeClassMetadata(DataTypeName, OperatorName, NodeDisplayName, NodeDescription, NodeInterface);
};
static const FNodeClassMetadata Metadata = CreateNodeClassMetadata();
return Metadata;
}
static TUniquePtr<IOperator> CreateOperator(const FCreateOperatorParams& InParams, TArray<TUniquePtr<IOperatorBuildError>>& OutErrors)
{
using namespace ArrayNodeRandomGetVertexNames;
using namespace MetasoundArrayNodesPrivate;
const FInputVertexInterface& Inputs = InParams.Node.GetVertexInterface().GetInputInterface();
FTriggerReadRef InTriggerNext = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTrigger>(Inputs, GetInputTriggerNextName(), InParams.OperatorSettings);
FTriggerReadRef InTriggerReset = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTrigger>(Inputs, GetInputTriggerResetName(), InParams.OperatorSettings);
FArrayDataReadReference InInputArray = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<ArrayType>(Inputs, GetInputRandomArrayName(), InParams.OperatorSettings);
TDataReadReference<WeightArrayType> InInputWeightsArray = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<WeightArrayType>(Inputs, GetInputRandomArrayName(), InParams.OperatorSettings);
FInt32ReadRef InSeedValue = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<int32>(Inputs, GetInputSeedName(), InParams.OperatorSettings);
FInt32ReadRef InNoRepeatOrder = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<int32>(Inputs, GetInputNoRepeatOrderName(), InParams.OperatorSettings);
FBoolReadRef bInEnableSharedState = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<bool>(Inputs, GetInputEnableSharedStateName(), InParams.OperatorSettings);
return MakeUnique<TArrayRandomGetOperator>(InParams, InTriggerNext, InTriggerReset, InInputArray, InInputWeightsArray, InSeedValue, InNoRepeatOrder, bInEnableSharedState);
}
TArrayRandomGetOperator(
const FCreateOperatorParams& InParams,
const FTriggerReadRef& InTriggerNext,
const FTriggerReadRef& InTriggerReset,
const FArrayDataReadReference& InInputArray,
const TDataReadReference<WeightArrayType>& InInputWeightsArray,
const FInt32ReadRef& InSeedValue,
const FInt32ReadRef& InNoRepeatOrder,
const FBoolReadRef& bInEnableSharedState)
: TriggerNext(InTriggerNext)
, TriggerReset(InTriggerReset)
, InputArray(InInputArray)
, InputWeightsArray(InInputWeightsArray)
, SeedValue(InSeedValue)
, NoRepeatOrder(InNoRepeatOrder)
, bEnableSharedState(bInEnableSharedState)
, TriggerOnNext(FTriggerWriteRef::CreateNew(InParams.OperatorSettings))
, TriggerOnReset(FTriggerWriteRef::CreateNew(InParams.OperatorSettings))
, OutValue(TDataWriteReferenceFactory<ElementType>::CreateAny(InParams.OperatorSettings))
{
// Check to see if this is a global shuffler or a local one.
// Global shuffler will use a namespace to opt into it.
PrevSeedValue = *SeedValue;
PrevNoRepeatOrder = FMath::Max(*NoRepeatOrder, 0);
const ArrayType& InputArrayRef = *InputArray;
int32 ArraySize = InputArrayRef.Num();
if (ArraySize > 0)
{
if (*bEnableSharedState)
{
// Get the environment variable for the unique ID of the sound
SharedStateUniqueId = InParams.Environment.GetValue<uint32>(TEXT("SoundUniqueId"));
check(SharedStateUniqueId != INDEX_NONE);
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
RGM.InitSharedState(SharedStateUniqueId, PrevSeedValue, ArraySize, PrevNoRepeatOrder);
}
else
{
ArrayRandomGet = MakeUnique<FArrayRandomGet>(PrevSeedValue, ArraySize, PrevNoRepeatOrder);
}
}
else
{
UE_LOG(LogMetasound, Error, TEXT("Array Random Get: Can't retrieve random elements from an empty array"));
}
}
virtual ~TArrayRandomGetOperator() = default;
virtual FDataReferenceCollection GetInputs() const override
{
using namespace ArrayNodeRandomGetVertexNames;
FDataReferenceCollection Inputs;
Inputs.AddDataReadReference(GetInputTriggerNextName(), TriggerNext);
Inputs.AddDataReadReference(GetInputTriggerResetName(), TriggerReset);
Inputs.AddDataReadReference(GetInputRandomArrayName(), InputArray);
Inputs.AddDataReadReference(GetInputWeightsName(), InputWeightsArray);
Inputs.AddDataReadReference(GetInputSeedName(), SeedValue);
Inputs.AddDataReadReference(GetInputNoRepeatOrderName(), NoRepeatOrder);
Inputs.AddDataReadReference(GetInputEnableSharedStateName(), bEnableSharedState);
return Inputs;
}
virtual FDataReferenceCollection GetOutputs() const override
{
using namespace ArrayNodeRandomGetVertexNames;
FDataReferenceCollection Outputs;
Outputs.AddDataReadReference(GetOutputTriggerOnNextName(), TriggerOnNext);
Outputs.AddDataReadReference(GetOutputTriggerOnResetName(), TriggerOnReset);
Outputs.AddDataReadReference(GetOutputValueName(), OutValue);
return Outputs;
}
void Execute()
{
TriggerOnNext->AdvanceBlock();
TriggerOnReset->AdvanceBlock();
const ArrayType& InputArrayRef = *InputArray;
// Check for a seed change
if (PrevSeedValue != *SeedValue)
{
PrevSeedValue = *SeedValue;
if (SharedStateUniqueId != INDEX_NONE)
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
RGM.SetSeed(SharedStateUniqueId, PrevSeedValue);
}
else
{
check(ArrayRandomGet.IsValid());
ArrayRandomGet->SetSeed(PrevSeedValue);
}
}
if (PrevNoRepeatOrder != *NoRepeatOrder)
{
PrevNoRepeatOrder = *NoRepeatOrder;
if (SharedStateUniqueId != INDEX_NONE)
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
RGM.SetNoRepeatOrder(SharedStateUniqueId, PrevNoRepeatOrder);
}
else
{
check(ArrayRandomGet.IsValid());
ArrayRandomGet->SetNoRepeatOrder(PrevNoRepeatOrder);
}
}
// Don't do anything if our array is empty
if (InputArrayRef.Num() == 0)
{
return;
}
TriggerReset->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
if (SharedStateUniqueId != INDEX_NONE)
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
RGM.ResetSeed(SharedStateUniqueId);
}
else
{
check(ArrayRandomGet.IsValid());
ArrayRandomGet->ResetSeed();
}
TriggerOnReset->TriggerFrame(StartFrame);
}
);
TriggerNext->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
const ArrayType& InputArrayRef = *InputArray;
int32 OutRandomIndex = INDEX_NONE;
if (SharedStateUniqueId != INDEX_NONE)
{
FSharedStateRandomGetManager& RGM = FSharedStateRandomGetManager::Get();
OutRandomIndex = RGM.NextValue(SharedStateUniqueId);
}
else
{
check(ArrayRandomGet.IsValid());
OutRandomIndex = ArrayRandomGet->NextValue();
}
check(OutRandomIndex != INDEX_NONE);
// The input array size may have changed, so make sure it's wrapped into range of the input array
*OutValue = InputArrayRef[OutRandomIndex % InputArrayRef.Num()];
TriggerOnNext->TriggerFrame(StartFrame);
}
);
}
private:
// Inputs
FTriggerReadRef TriggerNext;
FTriggerReadRef TriggerReset;
FArrayDataReadReference InputArray;
TDataReadReference<WeightArrayType> InputWeightsArray;
FInt32ReadRef SeedValue;
FInt32ReadRef NoRepeatOrder;
FBoolReadRef bEnableSharedState;
// Outputs
FTriggerWriteRef TriggerOnNext;
FTriggerWriteRef TriggerOnReset;
TDataWriteReference<ElementType> OutValue;
// Data
TUniquePtr<FArrayRandomGet> ArrayRandomGet;
int32 PrevSeedValue = INDEX_NONE;
int32 PrevNoRepeatOrder = INDEX_NONE;
uint32 SharedStateUniqueId = INDEX_NONE;
};
template<typename ArrayType>
class TArrayRandomGetNode : public FNodeFacade
{
public:
TArrayRandomGetNode(const FNodeInitData& InInitData)
: FNodeFacade(InInitData.InstanceName, InInitData.InstanceID, TFacadeOperatorClass<TArrayRandomGetOperator<ArrayType>>())
{
}
virtual ~TArrayRandomGetNode() = default;
};
}
#undef LOCTEXT_NAMESPACE