【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);
posted @ 2021-05-08 10:30  砥才人  阅读(986)  评论(0编辑  收藏  举报