Draw XXL documentation


Draw Basics.BezierSegmentCubic(...);

Draws a cubic bezier segment.

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


static void DrawBasics.BezierSegmentCubic(...);

Code snippet names: drawBezierSegmentCubic_go_go and drawBezierSegmentCubic_go_go_func.

Parameters:
Type Parameter Name Description
GameObject startPositionAndDirection
GameObject endPositionAndDirection
Color color
string text
float width
int straightSubDivisions
bool closeGapFromEndToStart
float textSize
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 DrawBasics.BezierSegmentCubic(...);

Code snippet names: drawBezierSegmentCubic_tr_tr and drawBezierSegmentCubic_tr_tr_func.

Parameters:
Type Parameter Name Description
Transform startPositionAndDirection
Transform endPositionAndDirection
Color color
string text
float width
int straightSubDivisions
bool closeGapFromEndToStart
float textSize
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 DrawBasics.BezierSegmentCubic(...);

Code snippet names: drawBezierSegmentCubic_go_go_go and drawBezierSegmentCubic_go_go_go_func.

Parameters:
Type Parameter Name Description
GameObject startPosition
GameObject endPosition
GameObject controlPosOfStartDirection
GameObject controlPosOfEndDirection
Color color
string text
float width
int straightSubDivisions
bool closeGapFromEndToStart
float textSize
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 DrawBasics.BezierSegmentCubic(...);

Code snippet names: drawBezierSegmentCubic_tr_tr_tr and drawBezierSegmentCubic_tr_tr_tr_func.

Parameters:
Type Parameter Name Description
Transform startPosition
Transform endPosition
Transform controlPosOfStartDirection
Transform controlPosOfEndDirection
Color color
string text
float width
int straightSubDivisions
bool closeGapFromEndToStart
float textSize
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 DrawBasics.BezierSegmentCubic(...);

Code snippet names: drawBezierSegmentCubic_vec and drawBezierSegmentCubic_vec_func.

Parameters:
Type Parameter Name Description
Vector3 startPosition
Vector3 endPosition
Vector3 controlPosOfStartDirection
Vector3 controlPosOfEndDirection
Color color
string text
float width
int straightSubDivisions
bool closeGapFromEndToStart
float textSize
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.