Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundArrayShuffleNode.h
aurel cordonnier 3e68a3edef [Backout] - CL18345215
[FYI] rob.gay
Original CL Desc
-----------------------------------------------------------------
MetaSounds Interfaces Checkpoint 2:
- Version up source archetypes to become two interfaces: channel interfaces (mono/stereo) & base source namespace
- Clean-up Interface panel to support namespacing better
- Fix bugs with assuming interfaces are always and the only base namespace members
- Allow namespacing for any arbitrary interface member
- Add lock icon to clarify what interface members cannot be modified individually (i.e. cannot add, remove, or rename them as they are interface members)
- Organize members alphabetically
#jira UE-135000
#rnx
#rb phil.popp
#preflight 61a7d1079c77d610079303ec
#p4v-cherrypick 18344347

#ROBOMERGE-AUTHOR: aurel.cordonnier
#ROBOMERGE-SOURCE: CL 18369256 via CL 18369273 via CL 18369290 via CL 18434224 via CL 18435611
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18436532 by aurel cordonnier in ue5-release-engine-test branch]
2021-12-10 19:13:22 -05:00

431 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Internationalization/Text.h"
#include "MetasoundArrayNodes.h"
#include "MetasoundBuilderInterface.h"
#include "MetasoundDataFactory.h"
#include "MetasoundExecutableOperator.h"
#include "MetasoundFacade.h"
#include "MetasoundLog.h"
#include "MetasoundNodeInterface.h"
#include "MetasoundOperatorInterface.h"
#include "MetasoundPrimitives.h"
#include "MetasoundTrigger.h"
#include "MetasoundVertex.h"
#include "Misc/ScopeLock.h"
#include <type_traits>
#define LOCTEXT_NAMESPACE "MetasoundFrontend"
namespace Metasound
{
/** Shuffle Node Vertex Names */
namespace ArrayNodeShuffleVertexNames
{
/** Input Vertex Names */
METASOUNDFRONTEND_API const FVertexName& GetInputTriggerNextName();
METASOUNDFRONTEND_API const FVertexName& GetInputTriggerShuffleName();
METASOUNDFRONTEND_API const FVertexName& GetInputTriggerResetName();
METASOUNDFRONTEND_API const FVertexName& GetInputShuffleArrayName();
METASOUNDFRONTEND_API const FVertexName& GetInputSeedName();
METASOUNDFRONTEND_API const FVertexName& GetInputAutoShuffleName();
METASOUNDFRONTEND_API const FVertexName& GetInputEnableSharedStateName();
METASOUNDFRONTEND_API const FVertexName& GetOutputTriggerOnNextName();
METASOUNDFRONTEND_API const FVertexName& GetOutputTriggerOnShuffleName();
METASOUNDFRONTEND_API const FVertexName& GetOutputTriggerOnResetName();
METASOUNDFRONTEND_API const FVertexName& GetOutputValueName();
}
class METASOUNDFRONTEND_API FArrayIndexShuffler
{
public:
FArrayIndexShuffler() = default;
FArrayIndexShuffler(int32 InSeed, int32 MaxIndices);
void Init(int32 InSeed, int32 MaxIndices);
void SetSeed(int32 InSeed);
void ResetSeed();
// Returns the next value in the array indices. Returns true if the array was re-shuffled automatically.
bool NextValue(bool bAutoShuffle, int32& OutIndex);
// Shuffle the array with the given max indices
void ShuffleArray();
private:
// Helper function to swap the current index with a random index
void RandomSwap(int32 InCurrentIndex, int32 InStartIndex, int32 InEndIndex);
// The current index into the array of indicies (wraps between 0 and ShuffleIndices.Num())
int32 CurrentIndex = 0;
// The previously returned value. Used to avoid repeating the last value on shuffle.
int32 PrevValue = INDEX_NONE;
// Array of indices (in order 0 to Num), shuffled
TArray<int32> ShuffleIndices;
// Random stream to use to randomize the shuffling
FRandomStream RandomStream;
};
class FSharedStateShuffleManager
{
public:
static FSharedStateShuffleManager& Get()
{
static FSharedStateShuffleManager GSM;
return GSM;
}
void InitSharedState(uint32 InSharedStateId, int32 InSeed, int32 InNumElements)
{
FScopeLock Lock(&CritSect);
if (!Shufflers.Contains(InSharedStateId))
{
Shufflers.Add(InSharedStateId, MakeUnique<FArrayIndexShuffler>(InSeed, InNumElements));
}
}
bool NextValue(uint32 InSharedStateId, bool bAutoShuffle, int32& OutIndex)
{
FScopeLock Lock(&CritSect);
TUniquePtr<FArrayIndexShuffler>* Shuffler = Shufflers.Find(InSharedStateId);
return (*Shuffler)->NextValue(bAutoShuffle, OutIndex);
}
void SetSeed(uint32 InSharedStateId, int32 InSeed)
{
FScopeLock Lock(&CritSect);
TUniquePtr<FArrayIndexShuffler>* Shuffler = Shufflers.Find(InSharedStateId);
(*Shuffler)->SetSeed(InSeed);
}
void ResetSeed(uint32 InSharedStateId)
{
FScopeLock Lock(&CritSect);
TUniquePtr<FArrayIndexShuffler>* Shuffler = Shufflers.Find(InSharedStateId);
(*Shuffler)->ResetSeed();
}
void ShuffleArray(uint32 InSharedStateId)
{
FScopeLock Lock(&CritSect);
TUniquePtr<FArrayIndexShuffler>* Shuffler = Shufflers.Find(InSharedStateId);
(*Shuffler)->ShuffleArray();
}
private:
FSharedStateShuffleManager() = default;
~FSharedStateShuffleManager() = default;
FCriticalSection CritSect;
TMap<uint32, TUniquePtr<FArrayIndexShuffler>> Shufflers;
};
/** 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 TArrayShuffleOperator : public TExecutableOperator<TArrayShuffleOperator<ArrayType>>
{
public:
using FArrayDataReadReference = TDataReadReference<ArrayType>;
using ElementType = typename MetasoundArrayNodesPrivate::TArrayElementType<ArrayType>::Type;
using FElementTypeWriteReference = TDataWriteReference<ElementType>;
static const FVertexInterface& GetDefaultInterface()
{
using namespace ArrayNodeShuffleVertexNames;
static const FVertexInterface DefaultInterface(
FInputVertexInterface(
TInputDataVertexModel<FTrigger>(GetInputTriggerNextName(), LOCTEXT("ShuffleOpInputTriggerNextTT", "Trigger to get the next value in the shuffled array.")),
TInputDataVertexModel<FTrigger>(GetInputTriggerShuffleName(), LOCTEXT("ShuffleOpInputTriggerShuffleTT", "Trigger to shuffle the array manually.")),
TInputDataVertexModel<FTrigger>(GetInputTriggerResetName(), LOCTEXT("ShuffleOpInputTriggerResetTT", "Trigger to reset the random seed stream of the shuffle node.")),
TInputDataVertexModel<ArrayType>(GetInputShuffleArrayName(), LOCTEXT("ShuffleOpInputShuffleArrayTT", "Input Array.")),
TInputDataVertexModel<int32>(GetInputSeedName(), LOCTEXT("ShuffleOpInputSeedTT", "Seed to use for the the random shuffle."), -1),
TInputDataVertexModel<bool>(GetInputAutoShuffleName(), LOCTEXT("ShuffleOpInputAutoShuffleTT", "Set to true to automatically shuffle when the array has been read."), true),
TInputDataVertexModel<bool>(GetInputEnableSharedStateName(), LOCTEXT("ShuffleOpInputEnableSharedStatTT", "Set to enabled shared state across instances of this metasound."), false)
),
FOutputVertexInterface(
TOutputDataVertexModel<FTrigger>(GetOutputTriggerOnNextName(), LOCTEXT("ShuffleOpOutputTriggerOnNextNameTT", "Triggers when the \"Next\" input is triggered.")),
TOutputDataVertexModel<FTrigger>(GetOutputTriggerOnShuffleName(), LOCTEXT("ShuffleOpOutputTriggerOnShuffleNameTT", "Triggers when the \"Shuffle\" input is triggered or if the array is auto-shuffled.")),
TOutputDataVertexModel<FTrigger>(GetOutputTriggerOnResetName(), LOCTEXT("ShuffleOpOutputTriggerOnResetNameTT", "Triggers when the \"Reset Seed\" input is triggered.")),
TOutputDataVertexModel<ElementType>(GetOutputValueName(), LOCTEXT("ShuffleOpOutputValueTT", "Value of the current shuffled element."))
)
);
return DefaultInterface;
}
static const FNodeClassMetadata& GetNodeInfo()
{
auto CreateNodeClassMetadata = []() -> FNodeClassMetadata
{
const FName DataTypeName = GetMetasoundDataTypeName<ArrayType>();
const FName OperatorName = "Shuffle";
const FText NodeDisplayName = FText::Format(LOCTEXT("ArrayOpArrayShuffleDisplayNamePattern", "Shuffle ({0})"), GetMetasoundDataTypeDisplayText<ArrayType>());
const FText NodeDescription = LOCTEXT("ArrayOpArrayShuffleDescription", "Output next element of a shuffled array on trigger.");
const 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 ArrayNodeShuffleVertexNames;
using namespace MetasoundArrayNodesPrivate;
const FInputVertexInterface& Inputs = InParams.Node.GetVertexInterface().GetInputInterface();
TDataReadReference<FTrigger> InTriggerNext = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTrigger>(Inputs, GetInputTriggerNextName(), InParams.OperatorSettings);
TDataReadReference<FTrigger> InTriggerShuffle = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTrigger>(Inputs, GetInputTriggerShuffleName(), InParams.OperatorSettings);
TDataReadReference<FTrigger> InTriggerReset = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<FTrigger>(Inputs, GetInputTriggerResetName(), InParams.OperatorSettings);
FArrayDataReadReference InInputArray = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<ArrayType>(Inputs, GetInputShuffleArrayName(), InParams.OperatorSettings);
TDataReadReference<int32> InSeedValue = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<int32>(Inputs, GetInputSeedName(), InParams.OperatorSettings);
TDataReadReference<bool> bInAutoShuffle = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<bool>(Inputs, GetInputAutoShuffleName(), InParams.OperatorSettings);
TDataReadReference<bool> bInEnableSharedState = InParams.InputDataReferences.GetDataReadReferenceOrConstructWithVertexDefault<bool>(Inputs, GetInputEnableSharedStateName(), InParams.OperatorSettings);
return MakeUnique<TArrayShuffleOperator>(InParams, InTriggerNext, InTriggerShuffle, InTriggerReset, InInputArray, InSeedValue, bInAutoShuffle, bInEnableSharedState);
}
TArrayShuffleOperator(
const FCreateOperatorParams& InParams,
const TDataReadReference<FTrigger>& InTriggerNext,
const TDataReadReference<FTrigger>& InTriggerShuffle,
const TDataReadReference<FTrigger>& InTriggerReset,
const FArrayDataReadReference& InInputArray,
const TDataReadReference<int32>& InSeedValue,
const TDataReadReference<bool>& bInAutoShuffle,
const TDataReadReference<bool>& bInEnableSharedState)
: TriggerNext(InTriggerNext)
, TriggerShuffle(InTriggerShuffle)
, TriggerReset(InTriggerReset)
, InputArray(InInputArray)
, SeedValue(InSeedValue)
, bAutoShuffle(bInAutoShuffle)
, bEnableSharedState(bInEnableSharedState)
, TriggerOnNext(FTriggerWriteRef::CreateNew(InParams.OperatorSettings))
, TriggerOnShuffle(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;
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);
FSharedStateShuffleManager& SM = FSharedStateShuffleManager::Get();
SM.InitSharedState(SharedStateUniqueId, PrevSeedValue, ArraySize);
}
else
{
ArrayIndexShuffler = MakeUnique<FArrayIndexShuffler>(PrevSeedValue, ArraySize);
}
}
else
{
UE_LOG(LogMetaSound, Error, TEXT("Array Shuffle: Can't shuffle an empty array"));
}
}
virtual ~TArrayShuffleOperator() = default;
virtual FDataReferenceCollection GetInputs() const override
{
using namespace ArrayNodeShuffleVertexNames;
FDataReferenceCollection Inputs;
Inputs.AddDataReadReference(GetInputTriggerNextName(), TriggerNext);
Inputs.AddDataReadReference(GetInputTriggerShuffleName(), TriggerShuffle);
Inputs.AddDataReadReference(GetInputTriggerResetName(), TriggerReset);
Inputs.AddDataReadReference(GetInputShuffleArrayName(), InputArray);
Inputs.AddDataReadReference(GetInputSeedName(), SeedValue);
Inputs.AddDataReadReference(GetInputAutoShuffleName(), bAutoShuffle);
Inputs.AddDataReadReference(GetInputEnableSharedStateName(), bEnableSharedState);
return Inputs;
}
virtual FDataReferenceCollection GetOutputs() const override
{
using namespace ArrayNodeShuffleVertexNames;
FDataReferenceCollection Outputs;
Outputs.AddDataReadReference(GetOutputTriggerOnNextName(), TriggerOnNext);
Outputs.AddDataReadReference(GetOutputTriggerOnShuffleName(), TriggerOnShuffle);
Outputs.AddDataReadReference(GetOutputTriggerOnResetName(), TriggerOnReset);
Outputs.AddDataReadReference(GetOutputValueName(), OutValue);
return Outputs;
}
void Execute()
{
TriggerOnNext->AdvanceBlock();
TriggerOnShuffle->AdvanceBlock();
TriggerOnReset->AdvanceBlock();
const ArrayType& InputArrayRef = *InputArray;
// Check for a seed change
if (PrevSeedValue != *SeedValue)
{
PrevSeedValue = *SeedValue;
if (SharedStateUniqueId != INDEX_NONE)
{
FSharedStateShuffleManager& SM = FSharedStateShuffleManager::Get();
SM.SetSeed(SharedStateUniqueId, PrevSeedValue);
}
else
{
check(ArrayIndexShuffler.IsValid());
ArrayIndexShuffler->SetSeed(PrevSeedValue);
}
}
// 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)
{
FSharedStateShuffleManager& SM = FSharedStateShuffleManager::Get();
SM.ResetSeed(SharedStateUniqueId);
}
else
{
check(ArrayIndexShuffler.IsValid());
ArrayIndexShuffler->ResetSeed();
}
TriggerOnReset->TriggerFrame(StartFrame);
}
);
TriggerShuffle->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
if (SharedStateUniqueId != INDEX_NONE)
{
FSharedStateShuffleManager& SM = FSharedStateShuffleManager::Get();
SM.ShuffleArray(SharedStateUniqueId);
}
else
{
check(ArrayIndexShuffler.IsValid());
ArrayIndexShuffler->ShuffleArray();
}
TriggerOnShuffle->TriggerFrame(StartFrame);
}
);
TriggerNext->ExecuteBlock(
[&](int32 StartFrame, int32 EndFrame)
{
},
[this](int32 StartFrame, int32 EndFrame)
{
const ArrayType& InputArrayRef = *InputArray;
bool bShuffleTriggered = false;
int32 OutShuffleIndex = INDEX_NONE;
if (SharedStateUniqueId != INDEX_NONE)
{
FSharedStateShuffleManager& SM = FSharedStateShuffleManager::Get();
bShuffleTriggered = SM.NextValue(SharedStateUniqueId, *bAutoShuffle, OutShuffleIndex);
}
else
{
check(ArrayIndexShuffler.IsValid());
bShuffleTriggered = ArrayIndexShuffler->NextValue(*bAutoShuffle, OutShuffleIndex);
}
check(OutShuffleIndex != INDEX_NONE);
// The input array size may have changed, so make sure it's wrapped into range of the input array
*OutValue = InputArrayRef[OutShuffleIndex % InputArrayRef.Num()];
TriggerOnNext->TriggerFrame(StartFrame);
// Trigger out if the array was auto-shuffled
if (bShuffleTriggered)
{
TriggerOnShuffle->TriggerFrame(StartFrame);
}
}
);
}
private:
// Inputs
TDataReadReference<FTrigger> TriggerNext;
TDataReadReference<FTrigger> TriggerShuffle;
TDataReadReference<FTrigger> TriggerReset;
FArrayDataReadReference InputArray;
TDataReadReference<int32> SeedValue;
TDataReadReference<bool> bAutoShuffle;
TDataReadReference<bool> bEnableSharedState;
// Outputs
TDataWriteReference<FTrigger> TriggerOnNext;
TDataWriteReference<FTrigger> TriggerOnShuffle;
TDataWriteReference<FTrigger> TriggerOnReset;
TDataWriteReference<ElementType> OutValue;
// Data
TUniquePtr<FArrayIndexShuffler> ArrayIndexShuffler;
int32 PrevSeedValue = INDEX_NONE;
uint32 SharedStateUniqueId = INDEX_NONE;
};
template<typename ArrayType>
class TArrayShuffleNode : public FNodeFacade
{
public:
TArrayShuffleNode(const FNodeInitData& InInitData)
: FNodeFacade(InInitData.InstanceName, InInitData.InstanceID, TFacadeOperatorClass<TArrayShuffleOperator<ArrayType>>())
{
}
virtual ~TArrayShuffleNode() = default;
};
}
#undef LOCTEXT_NAMESPACE