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feat: 添加 Blackbaord 的解释

nicetry12138 5 ヶ月 前
コミット
41516e079e

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UE5/AI/Blackboard/Image/001.png


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UE5/AI/Blackboard/RADME.md

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+# 黑板
+
+用于存储行为树运行时数据,方便行为树获取和设置数据
+
+![](Image/001.png)
+
+## UBlackboardData
+
+作为 Blackboard 的资产,存储所有配置的数据的 Key,每个 Key 都是通过 `FBlackboardEntry` 来表示
+
+```cpp
+UCLASS(BlueprintType, AutoExpandCategories=(Blackboard), MinimalAPI)
+class UBlackboardData : public UDataAsset
+{
+	GENERATED_UCLASS_BODY()
+	DECLARE_MULTICAST_DELEGATE_OneParam(FKeyUpdate, UBlackboardData* /*asset*/);
+    
+	UPROPERTY(EditAnywhere, Category=Parent)
+	TObjectPtr<UBlackboardData> Parent;
+
+	UPROPERTY(EditAnywhere, Category=Blackboard)
+	TArray<FBlackboardEntry> Keys;
+
+private:
+	UPROPERTY()
+	uint32 bHasSynchronizedKeys : 1;
+
+    // 其他工具函数
+}
+```
+
+`FBlackboardEntry` 存储着 `EntryName` 表示显示名称,`KeyType` 存储着数据类型
+
+> KeyType 的类型是 UBlackboardKeyType
+
+```cpp
+USTRUCT()
+struct FBlackboardEntry
+{
+	GENERATED_USTRUCT_BODY()
+
+	UPROPERTY(EditAnywhere, Category=Blackboard)
+	FName EntryName;
+
+#if WITH_EDITORONLY_DATA
+	UPROPERTY(EditAnywhere, Category=Blackboard, Meta=(ToolTip="Optional description to explain what this blackboard entry does."))
+	FString EntryDescription;
+
+	UPROPERTY(EditAnywhere, Category=Blackboard)
+	FName EntryCategory;
+#endif // WITH_EDITORONLY_DATA
+
+	/** key type and additional properties */
+	UPROPERTY(EditAnywhere, Instanced, Category=Blackboard)
+	TObjectPtr<UBlackboardKeyType> KeyType;
+
+	/** if set to true then this field will be synchronized across all instances of this blackboard */
+	UPROPERTY(EditAnywhere, Category=Blackboard)
+	uint32 bInstanceSynced : 1;
+
+	FBlackboardEntry()
+		: KeyType(nullptr), bInstanceSynced(0)
+	{}
+
+	AIMODULE_API bool operator==(const FBlackboardEntry& Other) const;
+};
+```
+
+### UBlackboardKeyType
+
+`UBlackboardKeyType` 用于表示黑板属性的数值类型
+
+```cpp
+class UBlackboardKeyType : public UObject
+{
+protected:
+	uint16 ValueSize;                   // 该 KeyType 对应的数据占用内存大小
+	TEnumAsByte<EBlackboardKeyOperation::Type> SupportedOp; // 该 KeyType 支持的操作类型
+	uint8 bIsInstanced : 1;
+	uint8 bCreateKeyInstance : 1;
+public:
+    // 其他工具函数
+}
+```
+
+![](Image/002.png)
+
+虽然这里显示的是 Bool、Int、String 等常见的数据类型,但是实际上并没有那么简单
+
+| 类型 | 实际类型 | SupportedOp | ValueSize |
+| --- | --- | --- | --- |
+| Bool | UBlackboardKeyType_Bool | Basic | sizeof(uint8) |
+| Class | UBlackboardKeyType_Class | Basic | sizeof(TWeakObjectPtr<UClass>) |
+| Object | UBlackboardKeyType_Object | Basic | sizeof(FWeakObjectPtr) |
+| Rotator | UBlackboardKeyType_Rotator | Basic | sizeof(FRotator) |
+| Vector | UBlackboardKeyType_Vector | Basic | sizeof(FVector) |
+| Enum | UBlackboardKeyType_Enum | Arithmetic | sizeof(FDataType) |
+| Float | UBlackboardKeyType_Float | Arithmetic | sizeof(float) |
+| Int | UBlackboardKeyType_Int | Arithmetic | sizeof(int32) |
+| Name | UBlackboardKeyType_Name | Text | sizeof(FName) |
+| String | UBlackboardKeyType_String | Text | 0 |
+
+因为 `FString` 的大小不固定,所以不知道 `UBlackboardKeyType_String` 的 `ValueSize`
+
+为了存储 `FString`,`UBlackboardKeyType_String` 直接定义了成员属性 `FString StringValue`,并且设置 `bCreateKeyInstance = true` 
+
+```cpp
+UBlackboardKeyType_String::UBlackboardKeyType_String(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
+{
+	ValueSize = 0;
+	bCreateKeyInstance = true;
+
+	SupportedOp = EBlackboardKeyOperation::Text;
+}
+```
+`bCreateKeyInstance` 的作用,参考 `UBTNode` 的 `bCreateKeyInstance`,表示是否需要实例化新的 `UBlackboardType` 对象
+
+`UBlackboardKeyType_String` 每次都会实例化一个新的对象出来
+
+每个类都有自己的 `GetValue` 和 `SetValue` 静态函数
+
+```cpp
+static AIMODULE_API float GetValue(const UBlackboardKeyType_Float* KeyOb, const uint8* RawData);
+static AIMODULE_API bool SetValue(UBlackboardKeyType_Float* KeyOb, uint8* RawData, float Value);
+```
+
+> UBlackboardKeyType_Float 的示例
+
+与 `UBTNode` 类型,获取 或者 设置 一个 `UBlackboardKeyType` 会传入 对应的对象 和 地址 
+
+在 `UBlackboardComponent` 中存在一个连续的内存空间,用于存储 Balckboard 中对应项的具体数据内容
+
+因为每个 `UBlackboardKeyType` 的 ValueSize 都是确定的,那么每个 `UBlackboardKeyType` 在连续内存中的地址偏移也是固定的,可以通过地址偏移计算得到数据的原始地址,也就是 RowData
+
+```cpp
+float UBlackboardKeyType_Float::GetValue(const UBlackboardKeyType_Float* KeyOb, const uint8* RawData)
+{
+	return GetValueFromMemory<float>(RawData);
+}
+
+template<typename T>
+static T GetValueFromMemory(const uint8* MemoryBlock)
+{
+    return *((T*)MemoryBlock);
+}
+```
+
+> 以 `UBlackboardKeyType_Float` 为例
+
+如果 `bCreateKeyInstance` 为 true,那么会为每个 `UBlackboardKeyType` 都创建一个新的对象出来,无需计算地址偏移
+
+```cpp
+FString UBlackboardKeyType_String::GetValue(const UBlackboardKeyType_String* KeyOb, const uint8* RawData)
+{
+	return KeyOb->StringValue;
+}
+```
+
+> 以 `UBlackboardKeyType_String` 为例
+ 
+通常将 `UBlackboardKeyType` 的 `SupportOp` 分为三三种
+
+- `Basic` 表示支持最基本的操作:相等性判断(Equal/Not Equal)和赋值操作(Set Value)
+- `Arithmetic` 表示支持数学运算:加/减/乘/除等算术操作,以及大小比较(Greater/Less等)
+- `Text` 表示支持字符串操作:包含/匹配/连接等文本处理
+
+为了支持 `CompareValues` 操作,相等性判断是通过重写 `CompareValues` 来实现的
+
+```cpp
+EBlackboardCompare::Type UBlackboardKeyType_String::CompareValues(const UBlackboardComponent& OwnerComp, const uint8* MemoryBlock,
+	const UBlackboardKeyType* OtherKeyOb, const uint8* OtherMemoryBlock) const
+{
+	const FString MyValue = GetValue(this, MemoryBlock);
+	const FString OtherValue = GetValue((UBlackboardKeyType_String*)OtherKeyOb, OtherMemoryBlock);
+
+	return MyValue.Equals(OtherValue) ? EBlackboardCompare::Equal : EBlackboardCompare::NotEqual;
+}
+```
+
+为了支持 `Arithmetic` 操作,比较值的大小是通过重写 `TestArithmeticOperation` 来实现的
+
+```cpp
+bool UBlackboardKeyType_Int::TestArithmeticOperation(const UBlackboardComponent& OwnerComp, const uint8* MemoryBlock, EArithmeticKeyOperation::Type Op, int32 OtherIntValue, float OtherFloatValue) const
+{
+	const int32 Value = GetValue(this, MemoryBlock);
+	switch (Op)
+	{
+	case EArithmeticKeyOperation::Equal:			return (Value == OtherIntValue);
+	case EArithmeticKeyOperation::NotEqual:			return (Value != OtherIntValue);
+	case EArithmeticKeyOperation::Less:				return (Value < OtherIntValue);
+	case EArithmeticKeyOperation::LessOrEqual:		return (Value <= OtherIntValue);
+	case EArithmeticKeyOperation::Greater:			return (Value > OtherIntValue);
+	case EArithmeticKeyOperation::GreaterOrEqual:	return (Value >= OtherIntValue);
+	default: break;
+	}
+
+	return false;
+}
+```
+
+为了支持 `Text` 操作,字符串处理是通过重写 `TestTextOperation` 函数来实现的
+
+```cpp
+bool UBlackboardKeyType_Name::TestTextOperation(const UBlackboardComponent& OwnerComp, const uint8* MemoryBlock, ETextKeyOperation::Type Op, const FString& OtherString) const
+{
+	const FString Value = GetValue(this, MemoryBlock).ToString();
+	switch (Op)
+	{
+	case ETextKeyOperation::Equal:			return (Value == OtherString);
+	case ETextKeyOperation::NotEqual:		return (Value != OtherString);
+	case ETextKeyOperation::Contain:		return (Value.Contains(OtherString) == true);
+	case ETextKeyOperation::NotContain:		return (Value.Contains(OtherString) == false);
+	default: break;
+	}
+
+	return false;
+}
+```