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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #pragma once
- #include <AzCore/Memory/Memory.h>
- #include <AzCore/RTTI/RTTI.h>
- #include <AzCore/Math/Vector2.h>
- #include <AzCore/Math/Vector3.h>
- #include <AzCore/std/containers/vector.h>
- #include <AzCore/std/string/string.h>
- //! Enable in case you want to use the Eigen SDK Eigen::Matrix as base for the feature matrix (https://eigen.tuxfamily.org/)
- //! In case Eigen is disabled, a small simple NxM wrapper class is provided by default.
- //#define O3DE_USE_EIGEN
- #define O3DE_MM_FLOATTYPE float
- #ifdef O3DE_USE_EIGEN
- #pragma warning (push, 1)
- #pragma warning (disable:4834) // C4834: discarding return value of function with 'nodiscard' attribute
- #pragma warning (disable:5031) // #pragma warning(pop): likely mismatch, popping warning state pushed in different file
- #pragma warning (disable:4702) // warning C4702: unreachable code
- #pragma warning (disable:4723) // warning C4723: potential divide by 0
- #include "../../3rdParty/eigen-3.3.9/Eigen/Dense"
- #pragma warning (pop)
- #endif
- namespace EMotionFX::MotionMatching
- {
- class FeatureSchema;
- #ifdef O3DE_USE_EIGEN
- // Features are stored in columns, each row represents a frame
- // RowMajor: Store row components next to each other in memory for cache-optimized feature access for a given frame.
- using FeatureMatrixType = Eigen::Matrix<O3DE_MM_FLOATTYPE, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor>;
- #else
- //! Small wrapper for a 2D matrix similar to the Eigen::Matrix.
- class FeatureMatrixType
- {
- public:
- size_t size() const
- {
- return m_data.size();
- }
- size_t rows() const
- {
- return m_rowCount;
- }
- size_t cols() const
- {
- return m_columnCount;
- }
- void resize(size_t rowCount, size_t columnCount)
- {
- m_rowCount = rowCount;
- m_columnCount = columnCount;
- m_data.resize(m_rowCount * m_columnCount);
- }
- float& operator()(size_t row, size_t column)
- {
- return m_data[row * m_columnCount + column];
- }
- const float& operator()(size_t row, size_t column) const
- {
- return m_data[row * m_columnCount + column];
- }
- float coeff(size_t row, size_t column) const
- {
- return m_data[row * m_columnCount + column];
- }
- private:
- AZStd::vector<float> m_data;
- size_t m_rowCount = 0;
- size_t m_columnCount = 0;
- };
- #endif
- //! The feature matrix is a NxM matrix which stores the extracted feature values for all frames in our motion database based upon a given feature schema.
- //! The feature schema defines the order of the columns and values and is used to identify values and find their location inside the matrix.
- //! A 3D position feature storing XYZ values e.g. will use three columns in the feature matrix. Every component of a feature is linked to a column index,
- //! so e.g. the left foot position Y value might be at column index 6. The group of values or columns that belong to a given feature is what we call a feature block.
- //! The accumulated number of dimensions for all features in the schema, while the number of dimensions might vary per feature, form the number of columns of the feature matrix.
- //! Each row represents the features of a single frame of the motion database. The number of rows of the feature matrix is defined by the number.
- class FeatureMatrix
- : public FeatureMatrixType
- {
- public:
- AZ_RTTI(FeatureMatrix, "{E063C9CB-7147-4776-A6E0-98584DD93FEF}");
- AZ_CLASS_ALLOCATOR_DECL
- #ifdef O3DE_USE_EIGEN
- using Index = Eigen::Index;
- #else
- using Index = size_t;
- #endif
- virtual ~FeatureMatrix() = default;
- void Clear();
- void SaveAsCsv(const AZStd::string& filename, const AZStd::vector<AZStd::string>& columnNames = {}) const;
- void SaveAsCsv(const AZStd::string& filename, const FeatureSchema* featureSchema) const;
- size_t CalcMemoryUsageInBytes() const;
- AZ::Vector2 GetVector2(Index row, Index startColumn) const;
- void SetVector2(Index row, Index startColumn, const AZ::Vector2& value);
- AZ::Vector3 GetVector3(Index row, Index startColumn) const;
- void SetVector3(Index row, Index startColumn, const AZ::Vector3& value);
- };
- } // namespace EMotionFX::MotionMatching
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