Fix one dollar recognizer implementation

This commit is contained in:
2025-05-14 03:14:20 -04:00
parent d21de2a7c5
commit ce2dfbcb54
11 changed files with 76 additions and 53 deletions
@@ -1,6 +1,6 @@
#include "UniStrokePoint.h"
#include "ScreenPass.h"
#include "WizardingCentral/Logger/LogLumiCharacter.h"
FUniStrokePoint::FUniStrokePoint()
{
@@ -49,9 +49,7 @@ FUniStrokePoint::BoundingBox(const TArray<FUniStrokePoint>& Points)
{
// Edge case
if (Points.Num() == 0)
{
return FUniStrokeRectangle();
}
float MinX = Points[0].X;
float MinY = Points[0].Y;
@@ -86,14 +84,16 @@ FUniStrokePoint::Vectorize(const TArray<FUniStrokePoint>& Points)
const float Magnitude = FMath::Sqrt(Sum);
for (float& V : Vector)
{
V /= Magnitude;
}
return Vector;
}
// TODO: Proofread this function
FString FUniStrokePoint::ToString() const
{
return FString::Printf(TEXT("X=%.3f Y=%.3f"), X, Y);
}
float
FUniStrokePoint::OptimalCosineDistance(const TArray<float>& VectorA,
const TArray<float>& VectorB)
@@ -173,9 +173,7 @@ FUniStrokePoint::Resample(TArray<FUniStrokePoint>& Points,
// Edge case
if (Points.Num() == Num - 1)
{
Points.Add(OldPoints.Last());
}
}
float
@@ -385,9 +383,7 @@ FUniStrokePoint::PathDistance(const TArray<FUniStrokePoint>& PathA,
{
// Edge case: Different number of points
if (PathA.Num() != PathB.Num())
{
return TNumericLimits<float>::Max();
}
// d <- 0
float d = 0;
@@ -84,6 +84,9 @@ struct WIZARDINGCENTRAL_API FUniStrokePoint
static TArray<float>
Vectorize(const TArray<FUniStrokePoint>& Points);
FString
ToString() const;
private:
float X;
float Y;
@@ -12,16 +12,13 @@ FUniStrokeRecognizer::~FUniStrokeRecognizer()
// TODO: Review this function
FUniStrokeResult
FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints,
const bool& UseProtractor)
FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints)
{
TArray<FUniStrokePoint> Points = FUniStrokePoint::From(VectorPoints);
// Edge case: Not enough points
if (Points.Num() < 2 || FUniStrokePoint::PathLength(Points) < 100.0f)
{
return FUniStrokeResult("Too few points made", 0.0);
}
const FUniStrokeTemplate Candidate = FUniStrokeTemplate("", Points);
int TemplateIndex = -1;
@@ -33,18 +30,13 @@ FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints,
for (int i = 0; i < Templates.Num(); i++)
{
// d <- DistanceAtBestAngle(points, T, -theta, theta, threshold)
const float d = UseProtractor
? FUniStrokePoint::OptimalCosineDistance(
Templates[i].Vector,
Candidate.Vector
)
: FUniStrokePoint::DistanceAtBestAngle(
Candidate.Points,
Templates[i].Points,
-AngleRange,
AngleRange,
AnglePrecision
);
const float d = FUniStrokePoint::DistanceAtBestAngle(
Candidate.Points,
Templates[i].Points,
-AngleRange,
AngleRange,
AnglePrecision
);
// if d < b then
if (d < b)
@@ -57,7 +49,8 @@ FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints,
}
// score <- 1 b / 0.5 sqrt(size^2 + size^2)
const float Score = UseProtractor ? 1.0 - b : 1.0 - b / HalfDiagonal;
static const float HalfDiagonal = 0.5 * FMath::Sqrt(2 * FMath::Square(SquareSize));
const float Score = 1.0 - b / HalfDiagonal;
// return <T', score>
return TemplateIndex == -1
@@ -8,8 +8,6 @@
#include "UniStrokeRecognizer.generated.h"
static constexpr int NumTemplates = 16;
static const float Diagonal = FMath::Sqrt(2 * FMath::Square(SquareSize));
static const float HalfDiagonal = 0.5 * Diagonal;
static constexpr float AngleRange = FMath::DegreesToRadians(45.0);
static constexpr float AnglePrecision = FMath::DegreesToRadians(2.0);
@@ -22,7 +20,7 @@ struct WIZARDINGCENTRAL_API FUniStrokeRecognizer
~FUniStrokeRecognizer();
FUniStrokeResult
Recognize(const TArray<FVector2D>& VectorPoints, const bool& UseProtractor);
Recognize(const TArray<FVector2D>& VectorPoints);
void
AddTemplate(const FString& Name, const TArray<FVector2D>& VectorPoints);
@@ -8,7 +8,7 @@ FUniStrokeTemplate::FUniStrokeTemplate()
}
FUniStrokeTemplate::FUniStrokeTemplate(const FString& Name,
const TArray<FUniStrokePoint>)
const TArray<FUniStrokePoint>& Points)
{
this->Name = Name;
this->Points = Points;
@@ -16,7 +16,7 @@ struct WIZARDINGCENTRAL_API FUniStrokeTemplate
FUniStrokeTemplate();
FUniStrokeTemplate(const FString& Name,
const TArray<FUniStrokePoint>);
const TArray<FUniStrokePoint>& Points);
~FUniStrokeTemplate();
FString Name;