转来学习和收藏,转自:http://www.it165.net/pro/html/201412/29772.html
UE4中提供了很多预定义的调试绘制函数,在做调试的时候还是比较方便的。可以在场景里绘制点、线、圆、球、箭头、椎体、胶囊、甚至样条线、字符串、网格等等,基本上该有的都有了。比较赞的是,你能控制线条的厚度,调试的时候就比较直观了。
要使用这些函数,只需要包含DrawDebugHelpers.h 头文件即可。下面介绍几个主要的绘制函数:
1.绘制点
1.
ENGINE_API
void
DrawDebugPoint(
const
UWorld* InWorld, FVector
const
& Position,
float
Size, FColor
const
& PointColor, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
可选参数里面,我们可以控制点的尺寸、颜色、持续时间等。bPersistentLines表示,当前绘制的整个对象,是不是持久对象,设为true,它会一直显示当前World,直到你调用下面这个方法,释放它:1.
void
FlushPersistentDebugLines(
const
UWorld* InWorld);
2.绘制线
1.
ENGINE_API
void
DrawDebugLine(
const
UWorld* InWorld, FVector
const
& LineStart, FVector
const
& LineEnd, FColor
const
& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
,
float
Thickness =
0
.f);
注意Thickness这个参数,它控制线条的厚度。3.绘制箭头
1.
ENGINE_API
void
DrawDebugDirectionalArrow(
const
UWorld* InWorld, FVector
const
& LineStart, FVector
const
& LineEnd,
float
ArrowSize, FColor
const
& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
4.绘制Box
1.
ENGINE_API
void
DrawDebugBox(
const
UWorld* InWorld, FVector
const
& Center, FVector
const
& Extent, FColor
const
& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
2.
/** Draw a debug box with rotation */
3.
ENGINE_API
void
DrawDebugBox(
const
UWorld* InWorld, FVector
const
& Center, FVector
const
& Box,
const
FQuat & Rotation, FColor
const
& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
第一个根据Box的尺寸绘制,第二个额外的可以按照一定的旋转绘制。5.绘制球体
1.
ENGINE_API
void
DrawDebugSphere(
const
UWorld* InWorld, FVector
const
& Center,
float
Radius, int32 Segments, FColor
const
& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
6.其他
还有很多不太常用的,可以绘制2D圆、圆柱、椎体、平截头体、胶囊等。这里只列出来,具体见DrawDebugHelpers.h01.
ENGINE_API
void
DrawDebugCoordinateSystem(
const
UWorld* InWorld, FVector
const
& AxisLoc, FRotator
const
& AxisRot,
float
Scale, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
02.
/** Draw Debug Circle */
03.
ENGINE_API
void
DrawDebugCircle(
const
UWorld* InWorld,
const
FMatrix& TransformMatrix,
float
Radius, int32 Segments,
const
FColor& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
04.
/** Draw Debug 2D donut */
05.
ENGINE_API
void
DrawDebug2DDonut(
const
UWorld* InWorld,
const
FMatrix& TransformMatrix,
float
InnerRadius,
float
OuterRadius, int32 Segments,
const
FColor& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
06.
/** Draw a debug sphere */
07.
ENGINE_API
void
DrawDebugSphere(
const
UWorld* InWorld, FVector
const
& Center,
float
Radius, int32 Segments, FColor
const
& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
08.
/** Draw a debug cylinder */
09.
ENGINE_API
void
DrawDebugCylinder(
const
UWorld* InWorld, FVector
const
& Start, FVector
const
& End,
float
Radius, int32 Segments, FColor
const
& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
10.
ENGINE_API
void
DrawDebugCone(
const
UWorld* InWorld, FVector
const
& Origin, FVector
const
& Direction,
float
Length,
float
AngleWidth,
float
AngleHeight, int32 NumSides, FColor
const
& Color, bool bPersistentLines=
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
11.
/** Used by gameplay when defining a cone by a vertical and horizontal dot products. */
12.
ENGINE_API
void
DrawDebugAltCone(
const
UWorld* InWorld, FVector
const
& Origin, FRotator
const
& Rotation,
float
Length,
float
AngleWidth,
float
AngleHeight, FColor
const
& DrawColor, bool bPersistentLines=
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority=
0
);
13.
ENGINE_API
void
DrawDebugString(
const
UWorld* InWorld, FVector
const
& TextLocation,
const
FString& Text,
class
AActor* TestBaseActor = NULL, FColor
const
& TextColor = FColor::White,
float
Duration = -
1.000000
);
14.
ENGINE_API
void
DrawDebugFrustum(
const
UWorld* InWorld,
const
FMatrix& FrustumToWorld, FColor
const
& Color, bool bPersistentLines =
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
15.
/** Draw a capsule using the LineBatcher */
16.
ENGINE_API
void
DrawDebugCapsule(
const
UWorld* InWorld, FVector
const
& Center,
float
HalfHeight,
float
Radius,
const
FQuat & Rotation, FColor
const
& Color, bool bPersistentLines=
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
17.
/** Draw a debug camera shape. FOV is full angle in degrees. */
18.
ENGINE_API
void
DrawDebugCamera(
const
UWorld* InWorld, FVector
const
& Location, FRotator
const
& Rotation,
float
FOVDeg,
float
Scale=
1
.f, FColor
const
& Color=FColor::White, bool bPersistentLines=
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
19.
ENGINE_API
void
FlushDebugStrings(
const
UWorld* InWorld);
20.
21.
ENGINE_API
void
DrawDebugSolidBox(
const
UWorld* InWorld, FVector
const
& Center, FVector
const
& Box, FColor
const
& Color, bool bPersistent=
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
22.
ENGINE_API
void
DrawDebugSolidBox(
const
UWorld* InWorld, FVector
const
& Center, FVector
const
& Extent, FQuat
const
& Rotation, FColor
const
& Color, bool bPersistent=
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
23.
ENGINE_API
void
DrawDebugMesh(
const
UWorld* InWorld, TArray<FVector>
const
& Verts, TArray<int32>
const
& Indices, FColor
const
& Color, bool bPersistent=
false
,
float
LifeTime=-
1
.f, uint8 DepthPriority =
0
);
24.
ENGINE_API
void
DrawDebugSolidPlane(
const
UWorld* InWorld, FPlane
const
& P, FVector
const
& Loc,
float
Size, FColor
const
& Color, bool bPersistent=
false
,
float
LifeTime=-
1
, uint8 DepthPriority =
0
);
25.
26.
/* Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. */
27.
ENGINE_API
void
DrawDebugFloatHistory(UWorld
const
& WorldRef, FDebugFloatHistory
const
& FloatHistory, FTransform
const
& DrawTransform, FVector2D
const
& DrawSize, FColor
const
& DrawColor, bool
const
& bPersistent =
false
,
float
const
& LifeTime = -
1
.f, uint8
const
& DepthPriority =
0
);
28.
29.
/* 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. */
30.
ENGINE_API
void
DrawDebugFloatHistory(UWorld
const
& WorldRef, FDebugFloatHistory
const
& FloatHistory, FVector
const
& DrawLocation, FVector2D
const
& DrawSize, FColor
const
& DrawColor, bool
const
& bPersistent =
false
,
float
const
& LifeTime = -
1
.f, uint8
const
& DepthPriority =
0
);