本文整理汇总了C++中FNodeDebugData::BranchFlow方法的典型用法代码示例。如果您正苦于以下问题:C++ FNodeDebugData::BranchFlow方法的具体用法?C++ FNodeDebugData::BranchFlow怎么用?C++ FNodeDebugData::BranchFlow使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FNodeDebugData
的用法示例。
在下文中一共展示了FNodeDebugData::BranchFlow方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GatherDebugData
void FAnimNode_StateMachine::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(%s->%s)"), *GetMachineDescription()->MachineName.ToString(), *GetStateInfo().StateName.ToString());
TMap<int32, float> StateWeightMap;
if (ActiveTransitionArray.Num() > 0)
{
for (int32 Index = 0; Index < ActiveTransitionArray.Num(); ++Index)
{
// if there is any source pose, blend it here
FAnimationActiveTransitionEntry& ActiveTransition = ActiveTransitionArray[Index];
if (ActiveTransition.bActive)
{
switch (ActiveTransition.LogicType)
{
case ETransitionLogicType::TLT_StandardBlend:
{
AddStateWeight(StateWeightMap, ActiveTransition.PreviousState, (1.0f - ActiveTransition.Alpha));
AddStateWeight(StateWeightMap, ActiveTransition.NextState, (ActiveTransition.Alpha));
break;
}
case ETransitionLogicType::TLT_Custom:
{
if (ActiveTransition.CustomTransitionGraph.LinkID != INDEX_NONE)
{
for (TArray<FAnimNode_TransitionPoseEvaluator*>::TIterator PoseEvaluatorListIt = ActiveTransition.PoseEvaluators.CreateIterator(); PoseEvaluatorListIt; ++PoseEvaluatorListIt)
{
FAnimNode_TransitionPoseEvaluator* Evaluator = *PoseEvaluatorListIt;
if (Evaluator->InputNodeNeedsUpdate())
{
const bool bUsePreviousState = (Evaluator->DataSource == EEvaluatorDataSource::EDS_SourcePose);
const int32 EffectiveStateIndex = bUsePreviousState ? ActiveTransition.PreviousState : ActiveTransition.NextState;
AddStateWeight(StateWeightMap, EffectiveStateIndex, 1.f);
}
}
}
break;
}
default:
{
break;
}
}
}
}
}
else if (!IsAConduitState(CurrentState))
{
StateWeightMap.Add(CurrentState) = 1.0f;
}
DebugData.AddDebugItem(DebugLine);
for (int32 PoseIndex = 0; PoseIndex < StatePoseLinks.Num(); ++PoseIndex)
{
float* WeightPtr = StateWeightMap.Find(PoseIndex);
float Weight = WeightPtr ? *WeightPtr : 0.f;
StatePoseLinks[PoseIndex].GatherDebugData(DebugData.BranchFlow(Weight));
}
}