本文整理汇总了C++中FNodeDebugData::GetNodeName方法的典型用法代码示例。如果您正苦于以下问题:C++ FNodeDebugData::GetNodeName方法的具体用法?C++ FNodeDebugData::GetNodeName怎么用?C++ FNodeDebugData::GetNodeName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类FNodeDebugData
的用法示例。
在下文中一共展示了FNodeDebugData::GetNodeName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_SaveCachedPose::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugData.AddDebugItem(DebugLine);
Pose.GatherDebugData(DebugData);
}
示例2: 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);
}
示例3: 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);
}
示例4: GatherDebugData
void FAnimNode_TransitionPoseEvaluator::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Cached Frames Remaining: %i)"), CacheFramesRemaining);
DebugData.AddDebugItem(DebugLine);
}
示例5: GatherDebugData
void FAnimNode_UseCachedPose::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugData.AddDebugItem(DebugLine, true);
LinkToCachingNode.GatherDebugData(DebugData);
}
示例6: 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);
}
示例7: GatherDebugData
void FAnimNode_CopyBoneDelta::GatherDebugData(FNodeDebugData& DebugData)
{
FString DebugLine = DebugData.GetNodeName(this);
DebugData.AddDebugItem(DebugLine);
ComponentPose.GatherDebugData(DebugData);
}
示例8: 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);
}
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);
}
示例10: 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));
}
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));
}
示例12: GatherDebugData
void FAnimationNode_TwoWayBlend::GatherDebugData(FNodeDebugData& DebugData)
{
const float ActualAlpha = AlphaScaleBias.ApplyTo(Alpha);
FString DebugLine = DebugData.GetNodeName(this);
DebugLine += FString::Printf(TEXT("(Alpha: %.1f%%)"), ActualAlpha*100);
DebugData.AddDebugItem(DebugLine);
A.GatherDebugData(DebugData.BranchFlow(1.f - ActualAlpha));
B.GatherDebugData(DebugData.BranchFlow(ActualAlpha));
}
示例13: 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);
}
示例14: 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);
}
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);
}