AGeometryCollectionDebugDrawActor

[AGeometryCollectionDebugDrawActor](API\Runtime\GeometryCollectionEngine\GeometryCollection\AGeometryCollect-) An actor representing the collection of data necessary to visualize the geometry collections' debug informations.

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

AActor

AGeometryCollectionDebugDrawActor

References

Module

GeometryCollectionEngine

Header

/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionDebugDrawActor.h

Include

#include "GeometryCollection/GeometryCollectionDebugDrawActor.h"

Syntax

class AGeometryCollectionDebugDrawActor : public AActor

Remarks

AGeometryCollectionDebugDrawActor An actor representing the collection of data necessary to visualize the geometry collections' debug informations. Only one actor is to be used in the world, and should be automatically spawned by any GeometryDebugDrawComponent that needs it.

Variables

Name Description

Public variable

float

 

ArrowScale

Size of arrows used for visualizing normals, breaking information, ...etc.

Public variable

float

 

AxisScale

Scale of the axis used for visualizing all transforms.

Public variable

bool

 

bCollisionAtOrigin

Show the selected rigid body's collision volume at the origin, in local space.

Public variable

bool

 

bDebugDrawClustering

Show debug visualization for all clustered children associated to the current rigid body id selection.

Public variable

bool

 

bDebugDrawHierarchy

Show debug visualization for the top level node rather than the bottom leaf nodes of a cluster's hierarchy.

Public variable

bool

 

bDebugDrawWholeCollection

Show debug visualization for the rest of the geometry collection related to the current rigid body id selection.

Public variable

FColor

 

BoundingBoxColor

Color used for the visualization of the bounding boxes.

Public variable

bool

 

bShowBoundingBox

Show the bounding box for the selected rigid body's associated geometries.

Public variable

bool

 

bShowConnectivityEdges

Show the connectivity edges for the selected rigid body's associated cluster nodes.

Public variable

bool

 

bShowFaceIndices

Show the face indices for the selected rigid body's associated geometries.

Public variable

bool

 

bShowFaceNormals

Show the face normals for the selected rigid body's associated geometries.

Public variable

bool

 

bShowFaces

Show the faces for the selected rigid body's associated geometries.

Public variable

bool

 

bShowGeometryIndex

Show the geometry index for the selected rigid body's associated geometries.

Public variable

bool

 

bShowGeometryTransform

Show the geometry transform for the selected rigid body's associated geometries.

Public variable

bool

 

bShowLevel

Show the hierarchical level for the selected rigid body's associated cluster nodes.

Public variable

bool

 

bShowParent

Show a link from the selected rigid body's associated cluster nodes to their parent's nodes.

Public variable

bool

 

bShowRigidBodyCollision

Show the selected rigid body's collision volume.

Public variable

bool

 

bShowRigidBodyForce

Show the selected rigid body's applied force and torque.

Public variable

bool

 

bShowRigidBodyId

Display the selected rigid body's id.

Public variable

bool

 

bShowRigidBodyInertia

Show the selected rigid body's inertia tensor box.

Public variable

bool

 

bShowRigidBodyInfos

Show the selected rigid body's on screen text information.

Public variable

bool

 

bShowRigidBodyTransform

Show the selected rigid body's transform.

Public variable

bool

 

bShowRigidBodyVelocity

Show the selected rigid body's linear and angular velocity.

Public variable

bool

 

bShowSingleFace

Enable single face visualization for the selected rigid body's associated geometries.

Public variable

bool

 

bShowTransform

Show the transform for the selected rigid body's associated cluster nodes.

Public variable

bool

 

bShowTransformIndex

Show the transform index for the selected rigid body's associated cluster nodes.

Public variable

bool

 

bShowVertexIndices

Show the vertex indices for the selected rigid body's associated geometries.

Public variable

bool

 

bShowVertexNormals

Show the vertex normals for the selected rigid body's associated geometries.

Public variable

bool

 

bShowVertices

Show the vertices for the selected rigid body's associated geometries.

Public variable

bool

 

bTextShadow

Draw shadows under the displayed text.

Public variable

bool

 

bUseActiveVisualization

Adapt visualization depending of the cluster nodes' hierarchical level.

Public variable

float

 

ConnectivityEdgeThickness

Line thickness used for the visualization of the rigid clustering connectivity edges.

Public variable

FColor

 

FaceColor

Color used for the visualization of the faces.

Public variable

FColor

 

FaceIndexColor

Color used for the visualization of the face indices.

Public variable

FColor

 

FaceNormalColor

Color used for the visualization of the face normals.

Public variable

FColor

 

GeometryIndexColor

Color used for the visualization of the geometry indices.

Public variable

float

 

GeometryTransformScale

Scale for geometry transform visualization.

Public variable

EGeometryCollec...

 

HideGeometry

Geometry visibility setting.

Public variable

FColor

 

LevelColor

Color used for the visualization of the levels.

Public variable

float

 

LineThickness

Thickness of lines when visualizing faces, normals, ...etc.

Public variable

float

 

NormalScale

Scale factor used for visualizing normals.

Public variable

FColor

 

ParentColor

Color used for the visualization of the link from the parents.

Public variable

float

 

PointThickness

Thickness of points when visualizing vertices.

Public variable

FColor

 

RigidBodyCollisionColor

Color used for collision primitives visualization.

Public variable

FColor

 

RigidBodyForceColor

Color used for rigid body applied force and torque visualization.

Public variable

FColor

 

RigidBodyIdColor

Color used for the visualization of the rigid body ids.

Public variable

FColor

 

RigidBodyInertiaColor

Color used for the visualization of the rigid body inertia tensor box.

Public variable

FColor

 

RigidBodyInfoColor

Color used for the visualization of the rigid body infos.

Public variable

float

 

RigidBodyTransformScale

Scale for rigid body transform visualization.

Public variable

FColor

 

RigidBodyVelocityColor

Color used for rigid body velocities visualization.

Public variable

FGeometryCollec...

 

SelectedRigidBody

Picking tool used to select a rigid body id.

Public variable

FColor

 

SingleFaceColor

Color used for the visualization of the single face.

Public variable

int32

 

SingleFaceIndex

The index of the single face to visualize.

Public variable

UBillboardCompo...

 

SpriteComponent

Display icon in the editor.

Public variable

float

 

TextScale

Scale of the font used to display text.

Public variable

FColor

 

TransformIndexColor

Color used for the visualization of the transform indices.

Public variable

float

 

TransformScale

Scale for cluster transform visualization.

Public variable

FColor

 

VertexColor

Color used for the visualization of the vertices.

Public variable

FColor

 

VertexIndexColor

Color used for the visualization of the vertex indices.

Public variable

FColor

 

VertexNormalColor

Color used for the visualization of the vertex normals.

Public variable

FGeometryCollec...

 

WarningMessage

Warning message to explain that the debug draw properties have no effect until starting playing/simulating.

Constructors

Name Description

Public function

AGeometryCollectionDebugDrawActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

DrawBoundingBox

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw the bounding box for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawBoundingBoxes

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw bounding boxes.

Public function

void

 

DrawConnectivityEdges

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...,
    const TManagedArray< FGuid >& Rigi...,
    FColor HSVColor
)

Void DrawConnectivityEdges(const UGeometryCollectionComponent* GeometryCollectionComponent, int32 TransformIndex, const FGeometryCollectionParticlesData& ParticlesData, const TManagedArray& RigidBodyIdArray, FColor HSVColor = FColor(157, 160, 128));

Public function

void

 

DrawConnectivityEdges

(
    const UGeometryCollectionComponent ...,
    const FGeometryCollectionParticlesD...,
    const TManagedArray< FGuid >& Rigi...
)

Void DrawConnectivityEdges(const UGeometryCollectionComponent* GeometryCollectionComponent, const FGeometryCollectionParticlesData& ParticlesData, const TManagedArray& RigidBodyIdArray);

Public function

void

 

DrawFaceIndices

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw face indices.

Public function

void

 

DrawFaceIndices

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw face indices for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawFaceNormals

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw face normals.

Public function

void

 

DrawFaceNormals

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw face normals for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawFaces

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw faces.

Public function

void

 

DrawFaces

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw faces for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawGeometryIndex

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw the geometry index for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawGeometryIndices

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw geometry indices.

Public function

void

 

DrawLevel

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw the hierarchical level for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawLevels

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw hierarchical levels.

Public function

void

 

DrawParent

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw a link to the parent for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawParents

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw links to the parent.

Public function

void

 

DrawRigidBodiesCollision

(
    const UGeometryCollectionComponent ...,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' implicit collision primitives.

Public function

void

 

DrawRigidBodiesForce

(
    const UGeometryCollectionComponent ...,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' rigid body applied force and torque.

Public function

void

 

DrawRigidBodiesId

(
    const UGeometryCollectionComponent ...,
    const FGeometryCollectionParticlesD...,
    const TManagedArray< FGuid >& Rigi...,
    const FColor& Color
)

Void DrawRigidBodiesId(const UGeometryCollectionComponent* GeometryCollectionComponent, const FGeometryCollectionParticlesData& ParticlesData, const TManagedArray& RigidBodyIdArray, const FColor& Color);

Public function

void

 

DrawRigidBodiesInertia

(
    const UGeometryCollectionComponent ...,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' inertia tensors.

Public function

void

 

DrawRigidBodiesInfo

(
    const UGeometryCollectionComponent ...,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' rigid body informations.

Public function

void

 

DrawRigidBodiesTransform

(
    const UGeometryCollectionComponent ...,
    const FGeometryCollectionParticlesD...,
    float Scale
)

Draw Chaos' rigid body transform.

Public function

void

 

DrawRigidBodiesVelocity

(
    const UGeometryCollectionComponent ...,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' rigid body velocity.

Public function

void

 

DrawRigidBodyCollision

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' implicit single collision primitive.

Public function

void

 

DrawRigidBodyForce

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' single rigid body applied force and torque.

Public function

void

 

DrawRigidBodyId

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...,
    const TManagedArray< FGuid >& Rigi...,
    const FColor& Color
)

Void DrawRigidBodyId(const UGeometryCollectionComponent* GeometryCollectionComponent, int32 TransformIndex, const FGeometryCollectionParticlesData& ParticlesData, const TManagedArray& RigidBodyIdArray, const FColor& Color);

Public function

void

 

DrawRigidBodyInertia

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' single rigid body inertia tensor.

Public function

void

 

DrawRigidBodyInfo

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' single rigid body informations.

Public function

void

 

DrawRigidBodyTransform

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...,
    float Scale
)

Draw Chaos' single rigid body transform.

Public function

void

 

DrawRigidBodyVelocity

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...,
    const FColor& Color
)

Draw Chaos' single rigid body velocity.

Public function

void

 

DrawSingleFace

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const int32 FaceIndex,
    const FColor& Color
)

Draw single face.

Public function

void

 

DrawTransform

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    float Scale
)

Draw the transform for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawTransformIndex

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw the transform index for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawTransformIndices

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw transform indices.

Public function

void

 

DrawTransforms

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    float Scale
)

Draw transforms.

Public function

void

 

DrawVertexIndices

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw vertex indices for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawVertexIndices

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw vertex indices.

Public function

void

 

DrawVertexNormals

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw vertex normals for the part of the geometry attached to the specified transform index.

Public function

void

 

DrawVertexNormals

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw vertex normals.

Public function

void

 

DrawVertices

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    const FColor& Color
)

Draw vertices.

Public function

void

 

DrawVertices

(
    const TArray< FTransform >& Global...,
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FColor& Color
)

Draw vertices for the part of the geometry attached to the specified transform index.

Public function Static

AGeometryCol...

 

FindOrCreate

(
    UWorld* World
)

Game tick callback. This tick function is required to clean up the persistent debug lines.

Public function Static

FTransform

 

GetParticleTransform

(
    const UGeometryCollectionComponent ...,
    int32 TransformIndex,
    const FGeometryCollectionParticlesD...
)

Return the concatenated transform for the specified particle.

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Register debug draw service.

Public function Virtual

void

 

EndPlay

(
    EEndPlayReason::Type ReasonEnd
)

Unregister debug draw service.

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Game tick callback. This tick function is required to clean up the persistent debug lines.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Actor destruction callback. Used here to clear up the command callbacks.

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Some properties are unlocked depending on the value of the indices not being -1.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Property changed callback.

Public function Virtual

void

 

PostLoad()

Reset command variables from the newly loaded properties.

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