Draw XXL documentation


Draw Engine Basics.CameraFrustum(...);

Draws the view frustum of a camera to the scene. It helps to see which parts of the scene are visible to a camera.

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


static void DrawEngineBasics.CameraFrustum(...);

Code snippet names: drawCamFrustum_rotViaQuat and drawCamFrustum_rotViaQuat_func.

Parameters:
Type Parameter Name Description
Vector3 position_ofCamera
Quaternion rotation_ofCamera
Color color
float nearClipPlaneDistance
float farClipPlaneDistance
float fieldOfViewAngleDeg
float aspectRatioOfScreen
float alphaFactor_forBoundarySurfaceLines
float linesWidth_ofEdges
int linesPerBoundarySurface
string text
bool forceTextOnNearPlaneUnmirroredTowardsCam
Vector3 positionOnHighlightedPlane You can display an additional highlighted camera plane somewhere between the near and the far clip plane. It helps to see whether certain GameObjects are nearer or farer to the camera. The highlighted plane will go through the herewith specified position.

See also the global settings in the DrawEngineBasics class: overwriteColorForFrustumsHighlightedPlane, distanceOfFrustumsHighlightedPlane and drawFrustumsHighlightedPlaneAlsoIfFarerThanFarClipPlane
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 DrawEngineBasics.CameraFrustum(...);

Code snippet names: drawCamFrustum_rotViaVec and drawCamFrustum_rotViaVec_func.

Parameters:
Type Parameter Name Description
Vector3 position_ofCamera
Vector3 forward_ofCamera
Vector3 up_ofCamera
Color color
float nearClipPlaneDistance
float farClipPlaneDistance
float fieldOfViewAngleDeg
float aspectRatioOfScreen
float alphaFactor_forBoundarySurfaceLines
float linesWidth_ofEdges
int linesPerBoundarySurface
string text
bool forceTextOnNearPlaneUnmirroredTowardsCam
Vector3 positionOnHighlightedPlane You can display an additional highlighted camera plane somewhere between the near and the far clip plane. It helps to see whether certain GameObjects are nearer or farer to the camera. The highlighted plane will go through the herewith specified position.

See also the global settings in the DrawEngineBasics class: overwriteColorForFrustumsHighlightedPlane, distanceOfFrustumsHighlightedPlane and drawFrustumsHighlightedPlaneAlsoIfFarerThanFarClipPlane
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 DrawEngineBasics.CameraFrustum(...);

Code snippet names: drawCamFrustum_cam and drawCamFrustum_cam_func.

Parameters:
Type Parameter Name Description
Camera camera
Color color
float alphaFactor_forBoundarySurfaceLines
float linesWidth_ofEdges
int linesPerBoundarySurface
string text
bool forceTextOnNearPlaneUnmirroredTowardsCam
Vector3 positionOnHighlightedPlane You can display an additional highlighted camera plane somewhere between the near and the far clip plane. It helps to see whether certain GameObjects are nearer or farer to the camera. The highlighted plane will go through the herewith specified position.

See also the global settings in the DrawEngineBasics class: overwriteColorForFrustumsHighlightedPlane, distanceOfFrustumsHighlightedPlane and drawFrustumsHighlightedPlaneAlsoIfFarerThanFarClipPlane
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.