Fix one dollar recognizer implementation
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@@ -3,18 +3,19 @@
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#include "LumiCharacter.h"
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#include "Engine/LocalPlayer.h"
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#include "Engine/UserInterfaceSettings.h"
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#include "Camera/CameraComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GameFramework/Controller.h"
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#include "InputActionValue.h"
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#include "Engine/LocalPlayer.h"
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#include "Engine/UserInterfaceSettings.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/Controller.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "InputActionValue.h"
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#include "WizardingCentral/Logger/LogLumiCharacter.h"
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#include "WizardingCentral/Utils/OneDollar/UniStrokeDataTable.h"
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#include "WizardingCentral/Utils/OneDollar/UniStrokeResult.h"
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DEFINE_LOG_CATEGORY(LogLumiCharacter);
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static const FString SpellTemplatesTablePath = TEXT("/Game/DataTables/SpellTemplates.SpellTemplates");
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// Sets default values
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ALumiCharacter::ALumiCharacter()
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@@ -49,8 +50,17 @@ ALumiCharacter::ALumiCharacter()
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// Spell System
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bIsDrawing = false;
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SpellRecognizer = new FUniStrokeRecognizer();
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if (SpellTemplatesTable)
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LoadSpellTemplates();
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if (SpellTemplatesTable == nullptr)
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{
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SpellTemplatesTable = Cast<UDataTable>(
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StaticLoadObject(
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UDataTable::StaticClass(),
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nullptr,
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*SpellTemplatesTablePath
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)
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);
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}
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LoadSpellTemplates();
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}
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ELumiStance ALumiCharacter::GetCurrentStance() const
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@@ -123,7 +133,9 @@ void ALumiCharacter::OnJumpActionStarted(const FInputActionValue& Value)
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Jump();
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}
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void ALumiCharacter::OnJumpActionOngoing(const FInputActionValue& Value) {}
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void ALumiCharacter::OnJumpActionOngoing(const FInputActionValue& Value)
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{
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}
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void ALumiCharacter::OnJumpActionCompleted(const FInputActionValue& Value)
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{
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@@ -300,7 +312,7 @@ void ALumiCharacter::LoadSpellTemplates() const
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void ALumiCharacter::CastSpell()
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{
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const TArray<FVector2D>* CurrentPoints = SpellOverlay->GetSpellPoints();
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const FUniStrokeResult Result = SpellRecognizer->Recognize(*CurrentPoints, false);
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const FUniStrokeResult Result = SpellRecognizer->Recognize(*CurrentPoints);
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bool bHasMatch = false;
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if (Result.Score < 0.8f)
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@@ -15,8 +15,6 @@ class USpringArmComponent;
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class UCameraComponent;
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struct FInputActionValue;
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DECLARE_LOG_CATEGORY_EXTERN(LogLumiCharacter, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FJumpDelegate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FStanceChangedDelegate,
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@@ -145,13 +143,24 @@ public:
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OnSpellActionCompleted();
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void
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OnSpellPositionActionTriggered(const FInputActionValue& Value);
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void
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OnSpellTrainSwitchActionCompleted();
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void OnSpellTrainSwitchActionCompleted();
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UFUNCTION(BlueprintCallable, Category = "Spell")
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void
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SetIsTraining(const bool bTraining);
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void SetIsTraining(const bool bTraining);
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void HideTrainWidget();
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void ShowTrainWidget();
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void AddSpellTemplateToTable(const FString& Name);
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UFUNCTION(BlueprintCallable, Category = "Spell")
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void
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HideTrainWidget();
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UFUNCTION(BlueprintCallable, Category = "Spell")
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void
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ShowTrainWidget();
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UFUNCTION(BlueprintCallable, Category = "Spell")
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void
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AddSpellTemplateToTable(const FString& Name);
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protected:
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/**
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@@ -30,6 +30,11 @@ void ALumiController::GetLumiCharacter(ALumiCharacter*& OutLumiCharacter) const
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OutLumiCharacter = LumiCharacter;
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}
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ALumiCharacter* ALumiController::GetLumiCharacter() const
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{
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return LumiCharacter;
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}
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void ALumiController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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@@ -99,8 +104,8 @@ void ALumiController::OnPossess(APawn* InPawn)
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{
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EnhancedInputComponent->BindAction(SpellAction,
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ETriggerEvent::Started,
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LumiCharacter,
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&ALumiCharacter::OnSpellActionStarted);
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this,
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&ALumiController::OnSpellActionStarted);
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EnhancedInputComponent->BindAction(SpellAction,
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ETriggerEvent::Completed,
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this,
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@@ -128,12 +133,12 @@ void ALumiController::OnUnPossess()
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void ALumiController::OnSpellActionStarted()
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{
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ShowMouseCursor();
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// ShowMouseCursor();
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LumiCharacter->OnSpellActionStarted();
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}
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void ALumiController::OnSpellActionCompleted()
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{
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LumiCharacter->OnSpellActionCompleted();
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HideMouseCursor();
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// HideMouseCursor();
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}
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@@ -60,6 +60,10 @@ public:
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void
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GetLumiCharacter(ALumiCharacter*& OutLumiCharacter) const;
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UFUNCTION(BlueprintCallable, Category = "LumiController")
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ALumiCharacter*
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GetLumiCharacter() const;
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protected:
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virtual void
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OnPossess(APawn* InPawn) override;
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@@ -0,0 +1,3 @@
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#pragma once
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DECLARE_LOG_CATEGORY_EXTERN(LogLumiCharacter, Log, All);
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@@ -1,6 +1,6 @@
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#include "UniStrokePoint.h"
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#include "ScreenPass.h"
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#include "WizardingCentral/Logger/LogLumiCharacter.h"
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FUniStrokePoint::FUniStrokePoint()
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{
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@@ -49,9 +49,7 @@ FUniStrokePoint::BoundingBox(const TArray<FUniStrokePoint>& Points)
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{
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// Edge case
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if (Points.Num() == 0)
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{
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return FUniStrokeRectangle();
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}
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float MinX = Points[0].X;
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float MinY = Points[0].Y;
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@@ -86,14 +84,16 @@ FUniStrokePoint::Vectorize(const TArray<FUniStrokePoint>& Points)
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const float Magnitude = FMath::Sqrt(Sum);
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for (float& V : Vector)
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{
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V /= Magnitude;
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}
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return Vector;
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}
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// TODO: Proofread this function
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FString FUniStrokePoint::ToString() const
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{
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return FString::Printf(TEXT("X=%.3f Y=%.3f"), X, Y);
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}
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float
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FUniStrokePoint::OptimalCosineDistance(const TArray<float>& VectorA,
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const TArray<float>& VectorB)
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@@ -173,9 +173,7 @@ FUniStrokePoint::Resample(TArray<FUniStrokePoint>& Points,
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// Edge case
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if (Points.Num() == Num - 1)
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{
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Points.Add(OldPoints.Last());
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}
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}
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float
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@@ -385,9 +383,7 @@ FUniStrokePoint::PathDistance(const TArray<FUniStrokePoint>& PathA,
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{
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// Edge case: Different number of points
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if (PathA.Num() != PathB.Num())
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{
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return TNumericLimits<float>::Max();
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}
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// d <- 0
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float d = 0;
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@@ -84,6 +84,9 @@ struct WIZARDINGCENTRAL_API FUniStrokePoint
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static TArray<float>
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Vectorize(const TArray<FUniStrokePoint>& Points);
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FString
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ToString() const;
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private:
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float X;
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float Y;
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@@ -12,16 +12,13 @@ FUniStrokeRecognizer::~FUniStrokeRecognizer()
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// TODO: Review this function
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FUniStrokeResult
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FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints,
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const bool& UseProtractor)
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FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints)
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{
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TArray<FUniStrokePoint> Points = FUniStrokePoint::From(VectorPoints);
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// Edge case: Not enough points
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if (Points.Num() < 2 || FUniStrokePoint::PathLength(Points) < 100.0f)
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{
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return FUniStrokeResult("Too few points made", 0.0);
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}
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const FUniStrokeTemplate Candidate = FUniStrokeTemplate("", Points);
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int TemplateIndex = -1;
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@@ -33,18 +30,13 @@ FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints,
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for (int i = 0; i < Templates.Num(); i++)
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{
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// d <- DistanceAtBestAngle(points, T, -theta, theta, threshold)
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const float d = UseProtractor
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? FUniStrokePoint::OptimalCosineDistance(
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Templates[i].Vector,
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Candidate.Vector
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)
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: FUniStrokePoint::DistanceAtBestAngle(
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Candidate.Points,
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Templates[i].Points,
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-AngleRange,
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AngleRange,
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AnglePrecision
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);
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const float d = FUniStrokePoint::DistanceAtBestAngle(
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Candidate.Points,
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Templates[i].Points,
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-AngleRange,
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AngleRange,
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AnglePrecision
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);
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// if d < b then
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if (d < b)
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@@ -57,7 +49,8 @@ FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints,
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}
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// score <- 1 – b / 0.5 sqrt(size^2 + size^2)
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const float Score = UseProtractor ? 1.0 - b : 1.0 - b / HalfDiagonal;
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static const float HalfDiagonal = 0.5 * FMath::Sqrt(2 * FMath::Square(SquareSize));
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const float Score = 1.0 - b / HalfDiagonal;
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// return <T', score>
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return TemplateIndex == -1
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@@ -8,8 +8,6 @@
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#include "UniStrokeRecognizer.generated.h"
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static constexpr int NumTemplates = 16;
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static const float Diagonal = FMath::Sqrt(2 * FMath::Square(SquareSize));
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static const float HalfDiagonal = 0.5 * Diagonal;
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static constexpr float AngleRange = FMath::DegreesToRadians(45.0);
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static constexpr float AnglePrecision = FMath::DegreesToRadians(2.0);
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@@ -22,7 +20,7 @@ struct WIZARDINGCENTRAL_API FUniStrokeRecognizer
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~FUniStrokeRecognizer();
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FUniStrokeResult
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Recognize(const TArray<FVector2D>& VectorPoints, const bool& UseProtractor);
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Recognize(const TArray<FVector2D>& VectorPoints);
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void
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AddTemplate(const FString& Name, const TArray<FVector2D>& VectorPoints);
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@@ -8,7 +8,7 @@ FUniStrokeTemplate::FUniStrokeTemplate()
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}
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FUniStrokeTemplate::FUniStrokeTemplate(const FString& Name,
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const TArray<FUniStrokePoint>)
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const TArray<FUniStrokePoint>& Points)
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{
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this->Name = Name;
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this->Points = Points;
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@@ -16,7 +16,7 @@ struct WIZARDINGCENTRAL_API FUniStrokeTemplate
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FUniStrokeTemplate();
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FUniStrokeTemplate(const FString& Name,
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const TArray<FUniStrokePoint>);
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const TArray<FUniStrokePoint>& Points);
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~FUniStrokeTemplate();
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FString Name;
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