Draw XXL documentation


Draw Basics 2D.VectorCircled(...);

Draw a vector along the perimeter of a circle.

Green parameters are required. Yellow parameters are optional, but have to be supplied in order.


static void DrawBasics2D.VectorCircled(...);

Code snippet names: drawVectorCircled2D_vecToVec and drawVectorCircled2D_vecToVec_func.

Parameters:
Type Parameter Name Description
Vector2 circleCenter The center of the circle on whose perimeter the vector will be drawn.
Vector2 circleCenter_to_start A vector that starts at the circle center and goes to the start of the drawn vector on the perimeter. The radius length may get overwritten by the "forceRadius" parameter.
Vector2 circleCenter_to_end A vector that starts at the circle center and points to the end of the drawn vector on the perimeter. The vector length is ignored since the radius is already defined by "circleCenter_to_start" or "forceRadius".
Color color
float forceRadius This can be used to overwrite the circle radius that is normally taken from the "circleCenter_to_start" parameter. The default value of 0 means that this "forceRadius" will be ignored.
float lineWidth
string text
bool useReflexAngleOver180deg "circleCenter_to_start" and "circleCenter_to_end" are both mounted at "circleCenter" and span a plane in which the drawn curve will lie. Inside this plane the two spanning vectors actually define two angles: An obtuse angle below 180° and a reflex angle above 180°. Use this bool to specify which one to draw.
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float coneLength
bool skipFallbackDisplayOfZeroAngles A curved line with an angle of 0 cannot be drawn. It is actually "not there". Sometimes this happens by accident and users may wonder why their drawing call doesn't have any effect. This is why Draw XXL displays an information tag at the position where the line should appear. There are cases though, were it is intended to allow zero angles and Draw XXLs information tag is disturbing. For these cases you can use the "skipFallbackDisplayOfZeroAngles" bool to omit the information tag.
bool pointerAtBothSides
float minAngleDeg_withoutTextLineBreak This affects the optional text that is drawn along the curved line. If the drawn perimeter angle gets smaller then the text doesn't fit into this angle span anymore. To still be able to tag such lines with a text Draw XXL lets the text protrude the drawn line on an imaginary longer curved line. This "minAngleDeg_withoutTextLineBreak" parameter specifies after which angle on the imaginary curved line the text line breaks will be done.
TextAnchorCircledDXXL textAnchor
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawBasics2D.VectorCircled(...);

Code snippet names: drawVectorCircled2D_angleFromStartPos and drawVectorCircled2D_angleFromStartPos_func.

Parameters:
Type Parameter Name Description
Vector2 startPos
Vector2 circleCenter
float turnAngleDegCC In degrees and turning counterclockwise (CC).
Color color
float lineWidth
string text
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float coneLength
bool skipFallbackDisplayOfZeroAngles Same as first overload. See there.
bool pointerAtBothSides
float minAngleDeg_withoutTextLineBreak Same as first overload. See there.
TextAnchorCircledDXXL textAnchor
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.


static void DrawBasics2D.VectorCircled(...);

Code snippet names: drawVectorCircled2D_angleToAngle and drawVectorCircled2D_angleToAngle_func.

Parameters:
Type Parameter Name Description
Vector2 circleCenter
float startAngleDegCC_relativeToUp In degrees and turning counterclockwise (CC), measured from the straight upward direction.
float endAngleDegCC_relativeToUp In degrees and turning counterclockwise (CC), measured from the straight upward direction.
float radius
Color color
float lineWidth
string text
float custom_zPos The z position of the XY-plane inside which the thing is drawn. The default value is "infinity", which falls back to DrawBasic2D.Default_zPos_forDrawing.
float coneLength
bool skipFallbackDisplayOfZeroAngles Same as first overload. See there.
bool pointerAtBothSides
float minAngleDeg_withoutTextLineBreak Same as first overload. See there.
TextAnchorCircledDXXL textAnchor
float durationInSec The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
bool hiddenByNearerObjects This specifies if the drawn thing will get hidden if other geometry is in front of it or if it shines through. It is the same as the depthTest parameter of Unitys Debug.DrawLine(). Not all drawing methods support toggling this in the same way. For some methods the lines are fully hidden, for others the hidden lines shimmer through. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.