Draw XXL documentation


Draw Basics.PointLocal(...);

Draw a point marking cross to the scene to highlight a specific position inside a local space. The first two and the second 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 (of a pair) emphasizes in merely making a position visible. The second overload (of a pair) emphasizes on adding further information via a text tag.

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


static void DrawBasics.PointLocal(...);

Code snippet names: drawPointLocal_transformAsParent and drawPointLocal_transformAsParent_func.

Parameters:
Image Type Parameter Name Description
Vector3 localPosition The localPosition to highlight.
Transform parentTransform The transform that defines the local space in which the localPosition is highlighted.
Color markingCrossColor The color of the marking cross.
float sizeOfMarkingCross_global The size of the marking cross in global space units.
Quaternion localRotation An optional additional rotation of the marking cross that it has inside the local space.
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 additionallyDrawGlobalCoords The drawCoordsAsText parameter is only for the localPosition. Sometimes also the global position coordinates are of interest. They can be displayed with this "additionallyDrawGlobalCoords" parameter.
bool drawLocalOrigin Should the local origin also be displayed. It can help the orientation in some cases.
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.PointLocal(...);

Code snippet names: drawPointLocal_transformAsParent_prioText and drawPointLocal_transformAsParent_prioText_func.
Parameters:
Image Type Parameter Name Description
Vector3 localPosition The localPosition to highlight.
Transform parentTransform The transform that defines the local space in which the localPosition is highlighted.
string text
Color textColor
float sizeOfMarkingCross_global
float markingCrossLinesWidth
Color overwrite_markingCrossColor
Quaternion localRotation
bool pointer_as_textAttachStyle
bool drawCoordsAsText
bool additionallyDrawGlobalCoords
bool drawLocalOrigin
bool hideZDir
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.PointLocal(...);

Code snippet names: drawPointLocal_vecAsParent and drawPointLocal_vecAsParent_func.
Parameters:
Image Type Parameter Name Description
Vector3 localPosition The localPosition to highlight.
Vector3 parentPositionGlobal A position that marks the origin of the local space in which the local position gets highlighted.
Quaternion parentRotationGlobal The rotation of the local space in which the local position gets highlighted.
Vector3 parentScaleGlobal The scale of the local space in which the local position gets highlighted.
Color markingCrossColor
float sizeOfMarkingCross_global
Quaternion localRotation
float markingCrossLinesWidth
string text
Color textColor
bool pointer_as_textAttachStyle
bool drawCoordsAsText
bool additionallyDrawGlobalCoords
bool drawLocalOrigin
bool hideZDir
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.PointLocal(...);

Code snippet names: drawPointLocal_vecAsParent_prioText and drawPointLocal_vecAsParent_prioText_func.
Parameters:
Image Type Parameter Name Description
Vector3 localPosition The localPosition to highlight.
Vector3 parentPositionGlobal A position that marks the origin of the local space in which the local position gets highlighted.
Quaternion parentRotationGlobal The rotation of the local space in which the local position gets highlighted.
Vector3 parentScaleGlobal The scale of the local space in which the local position gets highlighted.
string text
Color textColor
float sizeOfMarkingCross_global
float markingCrossLinesWidth
Color overwrite_markingCrossColor
Quaternion localRotation
bool pointer_as_textAttachStyle
bool drawCoordsAsText
bool additionallyDrawGlobalCoords
bool drawLocalOrigin
bool hideZDir
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.