Draw XXL documentation


Draw Basics.Point(...);

Draw a point marking cross to the scene to highlight a specific world position. The two overloads have the same parameters and differ only in the order of the parameters. They can be chosen depending on what you want wo achieve. The first overload emphasizes in merely making a position visible. The second overload emphasizes on adding further information via a text tag.
See also PointTag.

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


static void DrawBasics.Point(...);

Code snippet names: drawPoint and drawPoint_func.
Parameters:
Image Type Parameter Name Description
Vector3 position The position to highlight.
Color markingCrossColor The color of the marking cross.
float sizeOfMarkingCross The size of the marking cross.
Quaternion rotation An optional rotation of the marking cross.
float markingCrossLinesWidth The lines width for the marking cross lines.
string text An optional text tag to draw alongside the point visualization.
Color textColor The color of the text.
bool pointer_as_textAttachStyle This has only effect if the text parameter is used. The text can be written directly near beside the highlighted world position itself, or a pointer line offsets the text a little bit.
bool drawCoordsAsText Should the world position coordinate values be written onto each of the three (x, y and z) marking cross lines?
bool hideZDir In some setups (e.g. looking 2D-like along the z-axis) the z coordinate is not of interest and would only disturb a clear view. It can be hidden with this parameter, so that only a 2D marking cross with the x and y coordinate remains.
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.Point(...);

Code snippet names: drawPoint_prioText and drawPoint_prioText_func.
Parameters:
Image Type Parameter Name Description
Vector3 position The position to highlight.
string text A text tag to draw alongside the point visualization.
Color textColor The color of the text.
float sizeOfMarkingCross The size of the marking cross.
float markingCrossLinesWidth The lines width for the marking cross lines.
Color overwrite_markingCrossColor The color of the marking cross. If it is left at the default value the red(x), green(y) and blue(z) are used for the different cross axes.
Quaternion rotation An optional rotation of the marking cross.
bool pointer_as_textAttachStyle This has only effect if the text parameter is used. The text can be written directly near beside the highlighted world position itself, or a pointer line offsets the text a little bit.
bool drawCoordsAsText Should the world position coordinate values be written onto each of the three (x, y and z) marking cross lines?
bool hideZDir In some setups (e.g. looking 2D-like along the z-axis) the z coordinate is not of interest and would only disturb a clear view. It can be hidden with this parameter, so that only a 2D marking cross with the x and y coordinate remains.
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.