【UE4 C++】绘制函数 Debug drawing functions
基于UKismetSystemLibrary
/** Draw a debug line */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugLine(const UObject* WorldContextObject, const FVector LineStart, const FVector LineEnd, FLinearColor LineColor, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug circle! */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCircle(const UObject* WorldContextObject, FVector Center, float Radius, int32 NumSegments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness=0.f, FVector YAxis=FVector(0.f,1.f,0.f),FVector ZAxis=FVector(0.f,0.f,1.f), bool bDrawAxis=false);
/** Draw a debug point */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugPoint(const UObject* WorldContextObject, const FVector Position, float Size, FLinearColor PointColor, float Duration=0.f);
/** Draw directional arrow, pointing from LineStart to LineEnd. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugArrow(const UObject* WorldContextObject, const FVector LineStart, const FVector LineEnd, float ArrowSize, FLinearColor LineColor, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug box */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugBox(const UObject* WorldContextObject, const FVector Center, FVector Extent, FLinearColor LineColor, const FRotator Rotation=FRotator::ZeroRotator, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug coordinate system. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCoordinateSystem(const UObject* WorldContextObject, const FVector AxisLoc, const FRotator AxisRot, float Scale=1.f, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug sphere */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugSphere(const UObject* WorldContextObject, const FVector Center, float Radius=100.f, int32 Segments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug cylinder */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCylinder(const UObject* WorldContextObject, const FVector Start, const FVector End, float Radius=100.f, int32 Segments=12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug cone */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DeprecatedFunction, DeprecationMessage="DrawDebugCone has been changed to use degrees for angles instead of radians. Place a new DrawDebugCone node and pass your angles as degrees.", DevelopmentOnly))
static void DrawDebugCone(const UObject* WorldContextObject, const FVector Origin, const FVector Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, FLinearColor LineColor, float Duration = 0.f, float Thickness = 0.f);
/**
* Draw a debug cone
* Angles are specified in degrees
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DisplayName="DrawDebugCone", DevelopmentOnly))
static void DrawDebugConeInDegrees(const UObject* WorldContextObject, const FVector Origin, const FVector Direction, float Length=100.f, float AngleWidth=45.f, float AngleHeight=45.f, int32 NumSides = 12, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug capsule */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugCapsule(const UObject* WorldContextObject, const FVector Center, float HalfHeight, float Radius, const FRotator Rotation, FLinearColor LineColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug string at a 3d world location. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugString(const UObject* WorldContextObject, const FVector TextLocation, const FString& Text, class AActor* TestBaseActor = NULL, FLinearColor TextColor = FLinearColor::White, float Duration=0.f);
/**
* Removes all debug strings.
*
* @param WorldContext World context
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void FlushDebugStrings(const UObject* WorldContextObject);
/** Draws a debug plane. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugPlane(const UObject* WorldContextObject, const FPlane& PlaneCoordinates, const FVector Location, float Size, FLinearColor PlaneColor = FLinearColor::White, float Duration=0.f);
/**
* Flush all persistent debug lines and shapes.
*
* @param WorldContext World context
*/
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void FlushPersistentDebugLines(const UObject* WorldContextObject);
/** Draws a debug frustum. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFrustum(const UObject* WorldContextObject, const FTransform& FrustumTransform, FLinearColor FrustumColor = FLinearColor::White, float Duration=0.f, float Thickness = 0.f);
/** Draw a debug camera shape. */
UFUNCTION(BlueprintCallable, Category="Rendering|Debug", meta=(DevelopmentOnly))
static void DrawDebugCamera(const ACameraActor* CameraActor, FLinearColor CameraColor = FLinearColor::White, float Duration=0.f);
/* Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. */
UFUNCTION(BlueprintCallable, Category = "Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFloatHistoryTransform(const UObject* WorldContextObject, const FDebugFloatHistory& FloatHistory, const FTransform& DrawTransform, FVector2D DrawSize, FLinearColor DrawColor = FLinearColor::White, float Duration = 0.f);
/* Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player. */
UFUNCTION(BlueprintCallable, Category = "Rendering|Debug", meta=(WorldContext="WorldContextObject", DevelopmentOnly))
static void DrawDebugFloatHistoryLocation(const UObject* WorldContextObject, const FDebugFloatHistory& FloatHistory, FVector DrawLocation, FVector2D DrawSize, FLinearColor DrawColor = FLinearColor::White, float Duration = 0.f);
【UE4 C++】绘制函数 Debug drawing functions的更多相关文章
- MATLAB绘制函数图
序言 Matlab可以根据用户给出的数据绘制相应的函数图.对于单个2D函数图,需要给出一个行向量x作为函数图上离散点集的横坐标,以及一个与x列数一样的横坐标y作为函数图上点集的纵坐标. 向量x和y的取 ...
- 学习windows编程 day3 之窗口绘画二:边框绘制函数
#include <windows.h> LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM l ...
- ES6 箭头函数(Arrow Functions)
ES6 箭头函数(Arrow Functions) ES6 可以使用 "箭头"(=>)定义函数,注意是函数,不要使用这种方式定义类(构造器). 一.语法 具有一个参数的简单函 ...
- iOS 基础函数解析 - Foundation Functions Reference
iOS 基础函数解析 - Foundation Functions Reference 太阳火神的漂亮人生 (http://blog.csdn.net/opengl_es) 本文遵循"署名- ...
- PHP基础知识之————匿名函数(Anonymous functions)
匿名函数(Anonymous functions),也叫闭包函数(closures),允许 临时创建一个没有指定名称的函数.最经常用作回调函数(callback)参数的值.当然,也有其它应用的情况. ...
- JSTL1.1函数标签库(functions)如fn:length
JSTL1.1函数标签库(functions)如fn:length 分类: java ssh22012-06-11 09:02 313人阅读 评论(1) 收藏 举报 stringcharacterxm ...
- C语言提高 (7) 第七天 回调函数 预处理函数DEBUG 动态链接库
链表就是一个结构体 指针指向自身结构体类型 双向链表插入的时候 先改变自身 再改变两边 双向链表删除的时候 先改变两边 再改变自己 逆序一个单向链表 回调函数 指向函数的指针 4链表的遍历回调用法 / ...
- SQL--合计函数(Aggregate functions):avg,count,first,last,max,min,sum
SQL--合计函数(Aggregate functions):avg,count,first,last,max,min,sum avg() 函数 定义和用法 AVG 函数返回数值列的平均值.NULL ...
- python之绘制函数pyplot初探
我们想将我们手里的数据通过图形的方式展示出来,这样我们更直观的,更可以发现数据带给我们的信息.今天给大家介绍要给python中pyplot绘制函数.一般我们想将手里的数据绘制成图形,分为四大步:1.准 ...
随机推荐
- 用XPath定位Web页面元素时,如何快速验证XPath语句是否正确?
在使用Selenium做Web UI自动化测试的过程中,XPath是一种定位页面元素的常用方式.然而,面对某些元素的XPath路径过于复杂,我们想快速验证拼凑的Xpath语句是否正确时,该怎么办呢?这 ...
- TDSQL(MySQL版)之DB组件升级
随着数据库产品的更新迭代,修复bug等等,产品避免不了会出现升级的需求.TDSQL(MysqL版)也会有这方面的需求.接下来我就说说如何对现有TDSQL(MySQL版)集群组件进行升级,而不影响业务. ...
- Linux的LCD驱动分析及移植
测试平台 宿主机平台:Ubuntu 12.04.4 LTS 目标机:Easy-ARM IMX283 目标机内核:Linux 2.6.35.3 LCD驱动分析 LCD屏的驱动总体上分成两块,一块是GUI ...
- Python习题集(十)
每天一习题,提升Python不是问题!!有更简洁的写法请评论告知我! https://www.cnblogs.com/poloyy/category/1676599.html 题目 使用列表生成式语法 ...
- Operator 示例:使用 Redis 部署 PHP 留言板应用程序
「Kubernetes 官方示例:使用 Redis 部署 PHP 留言板应用程序」Operator 化. 源码仓库:https://github.com/jxlwqq/guestbook-operat ...
- linu命令进阶篇
预备知识: 本实验要求实验者具备如下的相关知识. 前面我们学习了linux的文件系统,了解的文件系统的结构,也学了linux档案的属性和权限,以及其设定. 当我们执行命令操作一个文件的时候,却不知道这 ...
- 【第十二篇】- Git 服务器搭建之Spring Cloud直播商城 b2b2c电子商务技术总结
Git 服务器搭建 上一章节中我们远程仓库使用了 Github,Github 公开的项目是免费的,2019 年开始 Github 私有存储库也可以无限制使用. 这当然我们也可以自己搭建一台 Git 服 ...
- 使用私有gitlab发布自动生成版本号和标签(version和tag)(骚)
设置 semantic ,自动生成版本号和标签 FROM node:14-buster-slim LABEL maintainer="wangyunpeng" COPY sourc ...
- math.h库详解
sin(double) cos(double) tan(double) 分别返回正弦,余弦,正切 #include<iostream> #include<math.h> usi ...
- springboot整合jsp报错
今天在学springboot整合jsp时遇到了一个问题,虽然jsp不被spring官方推荐使用,但抱着学习的心态还是想解决一下这个问题.在写好了需要pom文件之后,访问网站得到了500的错误提示,后台 ...