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database.h
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database.h
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#pragma once
#include "common.h"
#include "vec.h"
#include "quat.h"
#include "array.h"
#include <assert.h>
#include <float.h>
#include <stdio.h>
#include <math.h>
//--------------------------------------
enum
{
BOUND_SM_SIZE = 16,
BOUND_LR_SIZE = 64,
};
struct database
{
array2d<vec3> bone_positions;
array2d<vec3> bone_velocities;
array2d<quat> bone_rotations;
array2d<vec3> bone_angular_velocities;
array1d<int> bone_parents;
array1d<int> range_starts;
array1d<int> range_stops;
array2d<float> features;
array1d<float> features_offset;
array1d<float> features_scale;
array2d<bool> contact_states;
array2d<float> bound_sm_min;
array2d<float> bound_sm_max;
array2d<float> bound_lr_min;
array2d<float> bound_lr_max;
int nframes() const { return bone_positions.rows; }
int nbones() const { return bone_positions.cols; }
int nranges() const { return range_starts.size; }
int nfeatures() const { return features.cols; }
int ncontacts() const { return contact_states.cols; }
};
void database_load(database& db, const char* filename)
{
FILE* f = fopen(filename, "rb");
assert(f != NULL);
array2d_read(db.bone_positions, f);
array2d_read(db.bone_velocities, f);
array2d_read(db.bone_rotations, f);
array2d_read(db.bone_angular_velocities, f);
array1d_read(db.bone_parents, f);
array1d_read(db.range_starts, f);
array1d_read(db.range_stops, f);
array2d_read(db.contact_states, f);
fclose(f);
}
// When we add an offset to a frame in the database there is a chance
// it will go out of the relevant range so here we can clamp it to
// the last frame of that range.
int database_trajectory_index_clamp(database& db, int frame, int offset)
{
for (int i = 0; i < db.nranges(); i++)
{
if (frame >= db.range_starts(i) && frame < db.range_stops(i))
{
return clamp(frame + offset, db.range_starts(i), db.range_stops(i) - 1);
}
}
assert(false);
return -1;
}
//--------------------------------------
void normalize_feature(
slice2d<float> features,
slice1d<float> features_offset,
slice1d<float> features_scale,
const int offset,
const int size,
const float weight = 1.0f)
{
// First compute what is essentially the mean
// value for each feature dimension
for (int j = 0; j < size; j++)
{
features_offset(offset + j) = 0.0f;
}
for (int i = 0; i < features.rows; i++)
{
for (int j = 0; j < size; j++)
{
features_offset(offset + j) += features(i, offset + j) / features.rows;
}
}
// Now compute the variance of each feature dimension
array1d<float> vars(size);
vars.zero();
for (int i = 0; i < features.rows; i++)
{
for (int j = 0; j < size; j++)
{
vars(j) += squaref(features(i, offset + j) - features_offset(offset + j)) / features.rows;
}
}
// We compute the overall std of the feature as the average
// std across all dimensions
float std = 0.0f;
for (int j = 0; j < size; j++)
{
std += sqrtf(vars(j)) / size;
}
// Features with no variation can have zero std which is
// almost always a bug.
assert(std > 0.0);
// The scale of a feature is just the std divided by the weight
for (int j = 0; j < size; j++)
{
features_scale(offset + j) = std / weight;
}
// Using the offset and scale we can then normalize the features
for (int i = 0; i < features.rows; i++)
{
for (int j = 0; j < size; j++)
{
features(i, offset + j) = (features(i, offset + j) - features_offset(offset + j)) / features_scale(offset + j);
}
}
}
void denormalize_features(
slice1d<float> features,
const slice1d<float> features_offset,
const slice1d<float> features_scale)
{
for (int i = 0; i < features.size; i++)
{
features(i) = (features(i) * features_scale(i)) + features_offset(i);
}
}
//--------------------------------------
// Here I am using a simple recursive version of forward kinematics
void forward_kinematics(
vec3& bone_position,
quat& bone_rotation,
const slice1d<vec3> bone_positions,
const slice1d<quat> bone_rotations,
const slice1d<int> bone_parents,
const int bone)
{
if (bone_parents(bone) != -1)
{
vec3 parent_position;
quat parent_rotation;
forward_kinematics(
parent_position,
parent_rotation,
bone_positions,
bone_rotations,
bone_parents,
bone_parents(bone));
bone_position = quat_mul_vec3(parent_rotation, bone_positions(bone)) + parent_position;
bone_rotation = quat_mul(parent_rotation, bone_rotations(bone));
}
else
{
bone_position = bone_positions(bone);
bone_rotation = bone_rotations(bone);
}
}
// Forward kinematics but also compute the velocities
void forward_kinematics_velocity(
vec3& bone_position,
vec3& bone_velocity,
quat& bone_rotation,
vec3& bone_angular_velocity,
const slice1d<vec3> bone_positions,
const slice1d<vec3> bone_velocities,
const slice1d<quat> bone_rotations,
const slice1d<vec3> bone_angular_velocities,
const slice1d<int> bone_parents,
const int bone)
{
//
if (bone_parents(bone) != -1)
{
vec3 parent_position;
vec3 parent_velocity;
quat parent_rotation;
vec3 parent_angular_velocity;
forward_kinematics_velocity(
parent_position,
parent_velocity,
parent_rotation,
parent_angular_velocity,
bone_positions,
bone_velocities,
bone_rotations,
bone_angular_velocities,
bone_parents,
bone_parents(bone));
bone_position = quat_mul_vec3(parent_rotation, bone_positions(bone)) + parent_position;
bone_velocity =
parent_velocity +
quat_mul_vec3(parent_rotation, bone_velocities(bone)) +
cross(parent_angular_velocity, quat_mul_vec3(parent_rotation, bone_positions(bone)));
bone_rotation = quat_mul(parent_rotation, bone_rotations(bone));
bone_angular_velocity = quat_mul_vec3(parent_rotation, bone_angular_velocities(bone) + parent_angular_velocity);
}
else
{
bone_position = bone_positions(bone);
bone_velocity = bone_velocities(bone);
bone_rotation = bone_rotations(bone);
bone_angular_velocity = bone_angular_velocities(bone);
}
}
// Compute forward kinematics for all joints
void forward_kinematics_full(
slice1d<vec3> global_bone_positions,
slice1d<quat> global_bone_rotations,
const slice1d<vec3> local_bone_positions,
const slice1d<quat> local_bone_rotations,
const slice1d<int> bone_parents)
{
for (int i = 0; i < bone_parents.size; i++)
{
// Assumes bones are always sorted from root onwards
assert(bone_parents(i) < i);
if (bone_parents(i) == -1)
{
global_bone_positions(i) = local_bone_positions(i);
global_bone_rotations(i) = local_bone_rotations(i);
}
else
{
vec3 parent_position = global_bone_positions(bone_parents(i));
quat parent_rotation = global_bone_rotations(bone_parents(i));
global_bone_positions(i) = quat_mul_vec3(parent_rotation, local_bone_positions(i)) + parent_position;
global_bone_rotations(i) = quat_mul(parent_rotation, local_bone_rotations(i));
}
}
}
// Compute forward kinematics of just some joints using a
// mask to indicate which joints are already computed
void forward_kinematics_partial(
slice1d<vec3> global_bone_positions,
slice1d<quat> global_bone_rotations,
slice1d<bool> global_bone_computed,
const slice1d<vec3> local_bone_positions,
const slice1d<quat> local_bone_rotations,
const slice1d<int> bone_parents,
int bone)
{
if (bone_parents(bone) == -1)
{
global_bone_positions(bone) = local_bone_positions(bone);
global_bone_rotations(bone) = local_bone_rotations(bone);
global_bone_computed(bone) = true;
return;
}
if (!global_bone_computed(bone_parents(bone)))
{
forward_kinematics_partial(
global_bone_positions,
global_bone_rotations,
global_bone_computed,
local_bone_positions,
local_bone_rotations,
bone_parents,
bone_parents(bone));
}
vec3 parent_position = global_bone_positions(bone_parents(bone));
quat parent_rotation = global_bone_rotations(bone_parents(bone));
global_bone_positions(bone) = quat_mul_vec3(parent_rotation, local_bone_positions(bone)) + parent_position;
global_bone_rotations(bone) = quat_mul(parent_rotation, local_bone_rotations(bone));
global_bone_computed(bone) = true;
}
// Same but including velocity
void forward_kinematics_velocity_partial(
slice1d<vec3> global_bone_positions,
slice1d<vec3> global_bone_velocities,
slice1d<quat> global_bone_rotations,
slice1d<vec3> global_bone_angular_velocities,
slice1d<bool> global_bone_computed,
const slice1d<vec3> local_bone_positions,
const slice1d<vec3> local_bone_velocities,
const slice1d<quat> local_bone_rotations,
const slice1d<vec3> local_bone_angular_velocities,
const slice1d<int> bone_parents,
int bone)
{
if (bone_parents(bone) == -1)
{
global_bone_positions(bone) = local_bone_positions(bone);
global_bone_velocities(bone) = local_bone_velocities(bone);
global_bone_rotations(bone) = local_bone_rotations(bone);
global_bone_angular_velocities(bone) = local_bone_angular_velocities(bone);
global_bone_computed(bone) = true;
return;
}
if (!global_bone_computed(bone_parents(bone)))
{
forward_kinematics_velocity_partial(
global_bone_positions,
global_bone_velocities,
global_bone_rotations,
global_bone_angular_velocities,
global_bone_computed,
local_bone_positions,
local_bone_velocities,
local_bone_rotations,
local_bone_angular_velocities,
bone_parents,
bone_parents(bone));
}
vec3 parent_position = global_bone_positions(bone_parents(bone));
vec3 parent_velocity = global_bone_velocities(bone_parents(bone));
quat parent_rotation = global_bone_rotations(bone_parents(bone));
vec3 parent_angular_velocity = global_bone_angular_velocities(bone_parents(bone));
global_bone_positions(bone) = quat_mul_vec3(parent_rotation, local_bone_positions(bone)) + parent_position;
global_bone_velocities(bone) =
parent_velocity +
quat_mul_vec3(parent_rotation, local_bone_velocities(bone)) +
cross(parent_angular_velocity, quat_mul_vec3(parent_rotation, local_bone_positions(bone)));
global_bone_rotations(bone) = quat_mul(parent_rotation, local_bone_rotations(bone));
global_bone_angular_velocities(bone) = quat_mul_vec3(parent_rotation, local_bone_angular_velocities(bone) + parent_angular_velocity);
global_bone_computed(bone) = true;
}
//--------------------------------------
// Compute a feature for the position of a bone relative to the simulation/root bone
void compute_bone_position_feature(database& db, int& offset, int bone, float weight = 1.0f)
{
for (int i = 0; i < db.nframes(); i++)
{
vec3 bone_position;
quat bone_rotation;
forward_kinematics(
bone_position,
bone_rotation,
db.bone_positions(i),
db.bone_rotations(i),
db.bone_parents,
bone);
bone_position = quat_mul_vec3(quat_inv(db.bone_rotations(i, 0)), bone_position - db.bone_positions(i, 0));
db.features(i, offset + 0) = bone_position.x;
db.features(i, offset + 1) = bone_position.y;
db.features(i, offset + 2) = bone_position.z;
}
normalize_feature(db.features, db.features_offset, db.features_scale, offset, 3, weight);
offset += 3;
}
// Similar but for a bone's velocity
void compute_bone_velocity_feature(database& db, int& offset, int bone, float weight = 1.0f)
{
for (int i = 0; i < db.nframes(); i++)
{
vec3 bone_position;
vec3 bone_velocity;
quat bone_rotation;
vec3 bone_angular_velocity;
forward_kinematics_velocity(
bone_position,
bone_velocity,
bone_rotation,
bone_angular_velocity,
db.bone_positions(i),
db.bone_velocities(i),
db.bone_rotations(i),
db.bone_angular_velocities(i),
db.bone_parents,
bone);
bone_velocity = quat_mul_vec3(quat_inv(db.bone_rotations(i, 0)), bone_velocity);
db.features(i, offset + 0) = bone_velocity.x;
db.features(i, offset + 1) = bone_velocity.y;
db.features(i, offset + 2) = bone_velocity.z;
}
normalize_feature(db.features, db.features_offset, db.features_scale, offset, 3, weight);
offset += 3;
}
// Compute the trajectory at 20, 40, and 60 frames in the future
void compute_trajectory_position_feature(database& db, int& offset, float weight = 1.0f)
{
for (int i = 0; i < db.nframes(); i++)
{
int t0 = database_trajectory_index_clamp(db, i, 20);
int t1 = database_trajectory_index_clamp(db, i, 40);
int t2 = database_trajectory_index_clamp(db, i, 60);
vec3 trajectory_pos0 = quat_mul_vec3(quat_inv(db.bone_rotations(i, 0)), db.bone_positions(t0, 0) - db.bone_positions(i, 0));
vec3 trajectory_pos1 = quat_mul_vec3(quat_inv(db.bone_rotations(i, 0)), db.bone_positions(t1, 0) - db.bone_positions(i, 0));
vec3 trajectory_pos2 = quat_mul_vec3(quat_inv(db.bone_rotations(i, 0)), db.bone_positions(t2, 0) - db.bone_positions(i, 0));
db.features(i, offset + 0) = trajectory_pos0.x;
db.features(i, offset + 1) = trajectory_pos0.z;
db.features(i, offset + 2) = trajectory_pos1.x;
db.features(i, offset + 3) = trajectory_pos1.z;
db.features(i, offset + 4) = trajectory_pos2.x;
db.features(i, offset + 5) = trajectory_pos2.z;
}
normalize_feature(db.features, db.features_offset, db.features_scale, offset, 6, weight);
offset += 6;
}
// Same for direction
void compute_trajectory_direction_feature(database& db, int& offset, float weight = 1.0f)
{
for (int i = 0; i < db.nframes(); i++)
{
int t0 = database_trajectory_index_clamp(db, i, 20);
int t1 = database_trajectory_index_clamp(db, i, 40);
int t2 = database_trajectory_index_clamp(db, i, 60);
vec3 trajectory_dir0 = quat_mul_vec3(quat_inv(db.bone_rotations(i, 0)), quat_mul_vec3(db.bone_rotations(t0, 0), vec3(0, 0, 1)));
vec3 trajectory_dir1 = quat_mul_vec3(quat_inv(db.bone_rotations(i, 0)), quat_mul_vec3(db.bone_rotations(t1, 0), vec3(0, 0, 1)));
vec3 trajectory_dir2 = quat_mul_vec3(quat_inv(db.bone_rotations(i, 0)), quat_mul_vec3(db.bone_rotations(t2, 0), vec3(0, 0, 1)));
db.features(i, offset + 0) = trajectory_dir0.x;
db.features(i, offset + 1) = trajectory_dir0.z;
db.features(i, offset + 2) = trajectory_dir1.x;
db.features(i, offset + 3) = trajectory_dir1.z;
db.features(i, offset + 4) = trajectory_dir2.x;
db.features(i, offset + 5) = trajectory_dir2.z;
}
normalize_feature(db.features, db.features_offset, db.features_scale, offset, 6, weight);
offset += 6;
}
// Build the Motion Matching search acceleration structure. Here we
// just use axis aligned bounding boxes regularly spaced at BOUND_SM_SIZE
// and BOUND_LR_SIZE frames
void database_build_bounds(database& db)
{
int nbound_sm = ((db.nframes() + BOUND_SM_SIZE - 1) / BOUND_SM_SIZE);
int nbound_lr = ((db.nframes() + BOUND_LR_SIZE - 1) / BOUND_LR_SIZE);
db.bound_sm_min.resize(nbound_sm, db.nfeatures());
db.bound_sm_max.resize(nbound_sm, db.nfeatures());
db.bound_lr_min.resize(nbound_lr, db.nfeatures());
db.bound_lr_max.resize(nbound_lr, db.nfeatures());
db.bound_sm_min.set(FLT_MAX);
db.bound_sm_max.set(FLT_MIN);
db.bound_lr_min.set(FLT_MAX);
db.bound_lr_max.set(FLT_MIN);
for (int i = 0; i < db.nframes(); i++)
{
int i_sm = i / BOUND_SM_SIZE;
int i_lr = i / BOUND_LR_SIZE;
for (int j = 0; j < db.nfeatures(); j++)
{
db.bound_sm_min(i_sm, j) = minf(db.bound_sm_min(i_sm, j), db.features(i, j));
db.bound_sm_max(i_sm, j) = maxf(db.bound_sm_min(i_sm, j), db.features(i, j));
db.bound_lr_min(i_lr, j) = minf(db.bound_lr_min(i_lr, j), db.features(i, j));
db.bound_lr_max(i_lr, j) = maxf(db.bound_lr_min(i_lr, j), db.features(i, j));
}
}
}
// Build all motion matching features and acceleration structure
void database_build_matching_features(
database& db,
const float feature_weight_foot_position,
const float feature_weight_foot_velocity,
const float feature_weight_hip_velocity,
const float feature_weight_trajectory_positions,
const float feature_weight_trajectory_directions)
{
int nfeatures =
3 + // Left Foot Position
3 + // Right Foot Position
3 + // Left Foot Velocity
3 + // Right Foot Velocity
3 + // Hip Velocity
6 + // Trajectory Positions 2D
6 ; // Trajectory Directions 2D
db.features.resize(db.nframes(), nfeatures);
db.features_offset.resize(nfeatures);
db.features_scale.resize(nfeatures);
int offset = 0;
compute_bone_position_feature(db, offset, Bone_LeftFoot, feature_weight_foot_position);
compute_bone_position_feature(db, offset, Bone_RightFoot, feature_weight_foot_position);
compute_bone_velocity_feature(db, offset, Bone_LeftFoot, feature_weight_foot_velocity);
compute_bone_velocity_feature(db, offset, Bone_RightFoot, feature_weight_foot_velocity);
compute_bone_velocity_feature(db, offset, Bone_Hips, feature_weight_hip_velocity);
compute_trajectory_position_feature(db, offset, feature_weight_trajectory_positions);
compute_trajectory_direction_feature(db, offset, feature_weight_trajectory_directions);
assert(offset == nfeatures);
database_build_bounds(db);
}
// Motion Matching search function essentially consists
// of comparing every feature vector in the database,
// against the query feature vector, first checking the
// query distance to the axis aligned bounding boxes used
// for the acceleration structure.
void motion_matching_search(
int& __restrict__ best_index,
float& __restrict__ best_cost,
const slice1d<int> range_starts,
const slice1d<int> range_stops,
const slice2d<float> features,
const slice1d<float> features_offset,
const slice1d<float> features_scale,
const slice2d<float> bound_sm_min,
const slice2d<float> bound_sm_max,
const slice2d<float> bound_lr_min,
const slice2d<float> bound_lr_max,
const slice1d<float> query_normalized,
const float transition_cost,
const int ignore_range_end,
const int ignore_surrounding)
{
int nfeatures = query_normalized.size;
int nranges = range_starts.size;
int curr_index = best_index;
// Find cost for current frame
if (best_index != -1)
{
best_cost = 0.0;
for (int i = 0; i < nfeatures; i++)
{
best_cost += squaref(query_normalized(i) - features(best_index, i));
}
}
float curr_cost = 0.0f;
// Search rest of database
for (int r = 0; r < nranges; r++)
{
// Exclude end of ranges from search
int i = range_starts(r);
int range_end = range_stops(r) - ignore_range_end;
while (i < range_end)
{
// Find index of current and next large box
int i_lr = i / BOUND_LR_SIZE;
int i_lr_next = (i_lr + 1) * BOUND_LR_SIZE;
// Find distance to box
curr_cost = transition_cost;
for (int j = 0; j < nfeatures; j++)
{
curr_cost += squaref(query_normalized(j) - clampf(query_normalized(j),
bound_lr_min(i_lr, j), bound_lr_max(i_lr, j)));
if (curr_cost >= best_cost)
{
break;
}
}
// If distance is greater than current best jump to next box
if (curr_cost >= best_cost)
{
i = i_lr_next;
continue;
}
// Check against small box
while (i < i_lr_next && i < range_end)
{
// Find index of current and next small box
int i_sm = i / BOUND_SM_SIZE;
int i_sm_next = (i_sm + 1) * BOUND_SM_SIZE;
// Find distance to box
curr_cost = transition_cost;
for (int j = 0; j < nfeatures; j++)
{
curr_cost += squaref(query_normalized(j) - clampf(query_normalized(j),
bound_sm_min(i_sm, j), bound_sm_max(i_sm, j)));
if (curr_cost >= best_cost)
{
break;
}
}
// If distance is greater than current best jump to next box
if (curr_cost >= best_cost)
{
i = i_sm_next;
continue;
}
// Search inside small box
while (i < i_sm_next && i < range_end)
{
// Skip surrounding frames
if (curr_index != - 1 && abs(i - curr_index) < ignore_surrounding)
{
i++;
continue;
}
// Check against each frame inside small box
curr_cost = transition_cost;
for (int j = 0; j < nfeatures; j++)
{
curr_cost += squaref(query_normalized(j) - features(i, j));
if (curr_cost >= best_cost)
{
break;
}
}
// If cost is lower than current best then update best
if (curr_cost < best_cost)
{
best_index = i;
best_cost = curr_cost;
}
i++;
}
}
}
}
}
// Search database
void database_search(
int& best_index,
float& best_cost,
const database& db,
const slice1d<float> query,
const float transition_cost = 0.0f,
const int ignore_range_end = 20,
const int ignore_surrounding = 20)
{
// Normalize Query
array1d<float> query_normalized(db.nfeatures());
for (int i = 0; i < db.nfeatures(); i++)
{
query_normalized(i) = (query(i) - db.features_offset(i)) / db.features_scale(i);
}
// Search
motion_matching_search(
best_index,
best_cost,
db.range_starts,
db.range_stops,
db.features,
db.features_offset,
db.features_scale,
db.bound_sm_min,
db.bound_sm_max,
db.bound_lr_min,
db.bound_lr_max,
query_normalized,
transition_cost,
ignore_range_end,
ignore_surrounding);
}