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- /*******************************************************************************
- The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
- Technology released in source code form as part of the game integration package.
- The content of this file may not be used without valid licenses to the
- AUDIOKINETIC Wwise Technology.
- Note that the use of the game engine is subject to the Unreal(R) Engine End User
- License Agreement at https://www.unrealengine.com/en-US/eula/unreal
-
- License Usage
-
- Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
- this file in accordance with the end user license agreement provided with the
- software or, alternatively, in accordance with the terms contained
- in a written agreement between you and Audiokinetic Inc.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- /*=============================================================================
- StringMatching.cpp:
- =============================================================================*/
- #include "StringMatching.h"
- #include "Array2D.h"
- float LCS::GetLCSScore(const FString& a, const FString& b)
- {
- StringComparer compare(a, b);
- compare.lcs();
- float score = (float)(compare.a.Len() + compare.b.Len()) / (a.Len() + b.Len());
- float subscore;
- if (compare.a.Len() < compare.b.Len())
- subscore = (float)compare.a.Len() / a.Len();
- else
- subscore = (float)compare.b.Len() / b.Len();
- score = (1.f - score) * (1.f - subscore);
- return score;
- }
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