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C++ FNodeDebugData::AddDebugItem方法代码示例

本文整理汇总了C++中FNodeDebugData::AddDebugItem方法的典型用法代码示例。如果您正苦于以下问题:C++ FNodeDebugData::AddDebugItem方法的具体用法?C++ FNodeDebugData::AddDebugItem怎么用?C++ FNodeDebugData::AddDebugItem使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FNodeDebugData的用法示例。


在下文中一共展示了FNodeDebugData::AddDebugItem方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GatherDebugData

void FAnimNode_WheelHandler::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);

	DebugLine += "(";
	AddDebugNodeData(DebugLine);
	DebugLine += ")";

	DebugData.AddDebugItem(DebugLine);

	const TArray<FWheelAnimData>& WheelAnimData = AnimInstanceProxy->GetWheelAnimData();
	for (const FWheelLookupData& Wheel : Wheels)
	{
		if (Wheel.BoneReference.BoneIndex != INDEX_NONE)
		{
			DebugLine = FString::Printf(TEXT(" [Wheel Index : %d] Bone: %s , Rotation Offset : %s, Location Offset : %s"),
				Wheel.WheelIndex, *Wheel.BoneReference.BoneName.ToString(), *WheelAnimData[Wheel.WheelIndex].RotOffset.ToString(), *WheelAnimData[Wheel.WheelIndex].LocOffset.ToString());
		}
		else
		{
			DebugLine = FString::Printf(TEXT(" [Wheel Index : %d] Bone: %s (invalid bone)"),
				Wheel.WheelIndex, *Wheel.BoneReference.BoneName.ToString());
		}

		DebugData.AddDebugItem(DebugLine);
	}

	ComponentPose.GatherDebugData(DebugData);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:29,代码来源:AnimNode_WheelHandler.cpp

示例2: GatherDebugData

void FAnimNode_WheelHandler::GatherDebugData(FNodeDebugData& DebugData)
{
    FString DebugLine = DebugData.GetNodeName(this);

    DebugLine += "(";
    AddDebugNodeData(DebugLine);
    DebugLine += ")";

    DebugData.AddDebugItem(DebugLine);
    for(const auto & WheelSim : WheelSimulators)
    {
        if (WheelSim.BoneReference.BoneIndex != INDEX_NONE)
        {
            DebugLine = FString::Printf(TEXT(" [Wheel Index : %d] Bone: %s , Rotation Offset : %s, Location Offset : %s"),
                                        WheelSim.WheelIndex, *WheelSim.BoneReference.BoneName.ToString(), *WheelSim.RotOffset.ToString(), *WheelSim.LocOffset.ToString());
        }
        else
        {
            DebugLine = FString::Printf(TEXT(" [Wheel Index : %d] Bone: %s (invalid bone)"),
                                        WheelSim.WheelIndex, *WheelSim.BoneReference.BoneName.ToString());
        }

        DebugData.AddDebugItem(DebugLine);
    }

    ComponentPose.GatherDebugData(DebugData);
}
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:27,代码来源:AnimNode_WheelHandler.cpp

示例3: GatherDebugData

void FAnimNode_UseCachedPose::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);
	DebugData.AddDebugItem(DebugLine, true);

	LinkToCachingNode.GatherDebugData(DebugData);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:7,代码来源:AnimNode_UseCachedPose.cpp

示例4: GatherDebugData

void FAnimNode_SaveCachedPose::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);
	DebugData.AddDebugItem(DebugLine);

	Pose.GatherDebugData(DebugData);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:7,代码来源:AnimNode_SaveCachedPose.cpp

示例5: GatherDebugData

void FAnimNode_TransitionPoseEvaluator::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);
	
	DebugLine += FString::Printf(TEXT("(Cached Frames Remaining: %i)"), CacheFramesRemaining);
	DebugData.AddDebugItem(DebugLine);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:7,代码来源:AnimNode_TransitionPoseEvaluator.cpp

示例6: GatherDebugData

void FAnimNode_SequencePlayer::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);
	
	DebugLine += FString::Printf(TEXT("('%s' Play Time: %.3f)"), *Sequence->GetName(), InternalTimeAccumulator);
	DebugData.AddDebugItem(DebugLine, true);
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:7,代码来源:AnimNode_SequencePlayer.cpp

示例7: GatherDebugData

void FAnimNode_CopyBoneDelta::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);

	DebugData.AddDebugItem(DebugLine);

	ComponentPose.GatherDebugData(DebugData);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:8,代码来源:AnimNode_CopyBoneDelta.cpp

示例8: GatherDebugData

void FAnimNode_ApplyMeshSpaceAdditive::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);
	DebugLine += FString::Printf(TEXT("(Alpha: %.1f%%)"), ActualAlpha*100.f);

	DebugData.AddDebugItem(DebugLine);
	Base.GatherDebugData(DebugData.BranchFlow(1.f));
	Additive.GatherDebugData(DebugData.BranchFlow(ActualAlpha));
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:9,代码来源:AnimNode_ApplyMeshSpaceAdditive.cpp

示例9: GatherDebugData

void FAnimNode_RotationOffsetBlendSpace::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);
	
	DebugLine += FString::Printf(TEXT("(Play Time: %.3f)"), InternalTimeAccumulator);
	DebugData.AddDebugItem(DebugLine);
	
	BasePose.GatherDebugData(DebugData);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:9,代码来源:AnimNode_RotationOffsetBlendSpace.cpp

示例10: GatherDebugData

void FAnimNode_RotateRootBone::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);
	
	DebugLine += FString::Printf(TEXT("(Pitch: %.2f Yaw: %.2f)"), Pitch, Yaw);
	DebugData.AddDebugItem(DebugLine);

	BasePose.GatherDebugData(DebugData);
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:9,代码来源:AnimNode_RotateRootBone.cpp

示例11: GatherDebugData

void FAnimNode_AnimDynamics::GatherDebugData(FNodeDebugData& DebugData)
{
	const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);

	FString DebugLine = DebugData.GetNodeName(this);
	DebugLine += FString::Printf(TEXT("(Alpha: %.1f%%)"), ActualAlpha*100.f);

	DebugData.AddDebugItem(DebugLine);
	ComponentPose.GatherDebugData(DebugData.BranchFlow(1.f));
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:10,代码来源:AnimNode_AnimDynamics.cpp

示例12: GatherDebugData

void FAnimNode_ModifyBone::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);

	DebugLine += "(";
	AddDebugNodeData(DebugLine);
	DebugLine += FString::Printf(TEXT(" Target: %s)"), *BoneToModify.BoneName.ToString());
	DebugData.AddDebugItem(DebugLine);

	ComponentPose.GatherDebugData(DebugData);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:11,代码来源:AnimNode_ModifyBone.cpp

示例13: GatherDebugData

void FAnimNode_Trail::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);

	DebugLine += "(";
	AddDebugNodeData(DebugLine);
	DebugLine += FString::Printf(TEXT(" Active: %s)"), *TrailBone.BoneName.ToString());
	DebugData.AddDebugItem(DebugLine);

	ComponentPose.GatherDebugData(DebugData);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:11,代码来源:AnimNode_Trail.cpp

示例14: GatherDebugData

void FAnimNode_SpringBone::GatherDebugData(FNodeDebugData& DebugData)
{
	const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);

	//MDW_TODO Add more output info?
	FString DebugLine = DebugData.GetNodeName(this);
	DebugLine += FString::Printf(TEXT("(Alpha: %.1f%% RemainingTime: %.3f)"), ActualAlpha*100.f, RemainingTime);

	DebugData.AddDebugItem(DebugLine);
	ComponentPose.GatherDebugData(DebugData);
}
开发者ID:johndpope,项目名称:UE4,代码行数:11,代码来源:AnimNode_SpringBone.cpp

示例15: GatherDebugData

void FAnimNode_RotationMultiplier::GatherDebugData(FNodeDebugData& DebugData)
{
	FString DebugLine = DebugData.GetNodeName(this);

	DebugLine += "(";
	AddDebugNodeData(DebugLine);
	DebugLine += FString::Printf(TEXT(" Src: %s Dst: %s Multiplier: %.2f)"), *SourceBone.BoneName.ToString(), *TargetBone.BoneName.ToString(), Multiplier);
	DebugData.AddDebugItem(DebugLine);

	ComponentPose.GatherDebugData(DebugData);
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:11,代码来源:AnimNodeRotationMultiplier.cpp


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