Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp
void Actor::GenerateUpdatePathToRoot(size_t endNodeIndex, AZStd::vector<size_t>& outPath) const
    {
        outPath.clear();
        outPath.reserve(32);

        // start at the end effector
        Node* currentNode = m_skeleton->GetNode(endNodeIndex);
        while (currentNode)
        {
            // add the current node to the update list
            outPath.emplace_back(currentNode->GetNodeIndex());

            // move up the hierarchy, towards the root and end node
            currentNode = currentNode->GetParentNode();
        }
    }
// generate a path from the current node towards the root
generate a path from the current node towards the root
generate a path from the current node towards the root
void Actor::GenerateUpdatePathToRoot(size_t endNodeIndex, AZStd::vector<size_t>& outPath) const
    {
        outPath.clear();
        outPath.reserve(32);
        Node* currentNode = m_skeleton->GetNode(endNodeIndex);
        while (currentNode)
        {
            outPath.emplace_back(currentNode->GetNodeIndex());
            currentNode = currentNode->GetParentNode();
        }
    }
void Actor :: GenerateUpdatePathToRoot ( size_t endNodeIndex , AZStd :: vector < size_t > & outPath ) const { outPath . clear ( ) ; outPath . reserve ( 32 ) ; Node * currentNode = m_skeleton -> GetNode ( endNodeIndex ) ; while ( currentNode ) { outPath . emplace_back ( currentNode -> GetNodeIndex ( ) ) ; currentNode = currentNode -> GetParentNode ( ) ; } }
generate a path from the current node towards the root
generate a path from the current node towards the root
// start at the end effector // add the current node to the update list // move up the hierarchy, towards the root and end node