Difference between revisions of "For (LogiX node)/ja"
(Created page with "== 使用方法 == <code>Count</code>入力は、<code>LoopIteration</code>出力から何回インパルスが出力されるかを決定するものです。この値は、<...") |
(Created page with "<code>Reverse</code>入力は、<code>Iteration</code>出力値を<code>LoopIteration</code>ごとに増加させるか減少させるか制御します。デフォルトはFa...") |
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− | + | <code>Reverse</code>入力は、<code>Iteration</code>出力値を<code>LoopIteration</code>ごとに増加させるか減少させるか制御します。デフォルトはFalseで、<code>Iteration</code>は動作するたびに増加します。 | |
Revision as of 09:13, 12 February 2022
For | ||
---|---|---|
Inputs | ||
Impulse | Run | |
Int | Count | |
Bool | Reverse | |
Outputs | ||
Impulse | LoopStart | |
Impulse | LoopIteration | |
Impulse | LoopEnd | |
Int | Iteration |
Forノードは、Run
へインパルスを入力したときに、LoopIteration
出力から特定の回数だけインパルスを出力するために使用されるノードです。
使用方法
Count
入力は、LoopIteration
出力から何回インパルスが出力されるかを決定するものです。この値は、LoopStart
インパルス連鎖が完了した直後、LoopIteration
からインパルスが出力される前に評価されることに注意してください。
Reverse
入力は、Iteration
出力値をLoopIteration
ごとに増加させるか減少させるか制御します。デフォルトはFalseで、Iteration
は動作するたびに増加します。
The LoopStart
output fires an impulse once after an impulse is received at Run
. The impulse chain will complete before any impulses are fired from LoopIteration
.
The LoopIteration
output fires impulses sequentially until the total number which have been fired is equal to the Count
input. Each impulse chain started from LoopIteration
completes before the following one is fired.
The LoopEnd
output fires an impulse once the final impulse chain started from LoopIteration
has ended.
The Iteration
output value is either incremented or decremented each time a new impulse is fired from LoopIteration
, depending on the value of Reverse
. If Reverse
is False, Iteration
is incremented each time an impulse is fired from LoopIteration
starting with the value 0, during the first iteration, and ending with Count
- 1 on the final iteration. If Reverse
is True, the Iteration
value is Count
- 1 on the first iteration and decremented each time down to 0 on the final iteration.
Note that all impulse chains started from this node effectively continue the one which arrived at Run
, meaning that any temporary values from previous nodes are still available. All iterations from LoopIteration
complete within a single frame update and therefore this can produce framerate hitches if an excessively demanding computation is performed. There is a failsafe which will put this node into an error state (node visual turns red) if a frame is delayed excessively - this helps prevent complete freezes.