Draw XXL documentation


Draw Engine Basics.GridLinesLocal(...);

Draws all three dimensions of a local space unit grid as lines.

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


static void DrawEngineBasics.GridLinesLocal(...);

Code snippet names: drawGridLinesLocal_parentSpace_trPos and drawGridLinesLocal_parentSpace_trPos_func.

Parameters:
Type Parameter Name Description
Transform childTransformAroundWhichToDrawGridOfParent
float coveredGridUnits_rel_inLocalSpaceUnits
float lengthOfEachGridLine_rel_inLocalSpaceUnits
float linesWidth_inLocalSpaceUnits_signFlipsPerp "_signFlipsPerp" means: the sign (+ or -) of the parameter value flips the grow direction of the lines width between "inside" and "perpendicular". For positive values a growing lines width expands the lines inside the visualized grid dimension. For negative values it expands perpendicular to the visualized grid dimension.
XGridLinesOrientation orientation_ofXLines
YGridLinesOrientation orientation_ofYLines
ZGridLinesOrientation orientation_ofZLines
bool draw1000grid
bool draw100grid
bool draw10grid
bool draw1grid
bool draw0p1grid
bool draw0p01grid
bool draw0p001grid
float distanceBetweenRepeatingCoordsTexts_relToGridDistance
Color overwriteColorForX
Color overwriteColorForY
Color overwriteColorForZ
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.GridLinesLocal(...);

Code snippet names: drawGridLinesLocal_trSpace_vecPos and drawGridLinesLocal_trSpace_vecPos_func.

Parameters:
Type Parameter Name Description
Transform parentTransformThatDefinesTheLocalSpace
Vector3 localPositionAroundWhichToDraw
float coveredGridUnits_rel_inLocalSpaceUnits
float lengthOfEachGridLine_rel_inLocalSpaceUnits
float linesWidth_inLocalSpaceUnits_signFlipsPerp "_signFlipsPerp" means: the sign (+ or -) of the parameter value flips the grow direction of the lines width between "inside" and "perpendicular". For positive values a growing lines width expands the lines inside the visualized grid dimension. For negative values it expands perpendicular to the visualized grid dimension.
XGridLinesOrientation orientation_ofXLines
YGridLinesOrientation orientation_ofYLines
ZGridLinesOrientation orientation_ofZLines
bool draw1000grid
bool draw100grid
bool draw10grid
bool draw1grid
bool draw0p1grid
bool draw0p01grid
bool draw0p001grid
float distanceBetweenRepeatingCoordsTexts_relToGridDistance
Color overwriteColorForX
Color overwriteColorForY
Color overwriteColorForZ
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.GridLinesLocal(...);

Code snippet names: drawGridLinesLocal_vecQuatSpace_trPos and drawGridLinesLocal_vecQuatSpace_trPos_func.

Parameters:
Type Parameter Name Description
Vector3 originOfLocalSpace
Vector3 scaleOfLocalSpace
Quaternion rotationOfLocalSpace
Transform childTransformAroundWhichToDraw
float coveredGridUnits_rel_inLocalSpaceUnits
float lengthOfEachGridLine_rel_inLocalSpaceUnits
float linesWidth_inLocalSpaceUnits_signFlipsPerp "_signFlipsPerp" means: the sign (+ or -) of the parameter value flips the grow direction of the lines width between "inside" and "perpendicular". For positive values a growing lines width expands the lines inside the visualized grid dimension. For negative values it expands perpendicular to the visualized grid dimension.
XGridLinesOrientation orientation_ofXLines
YGridLinesOrientation orientation_ofYLines
ZGridLinesOrientation orientation_ofZLines
bool draw1000grid
bool draw100grid
bool draw10grid
bool draw1grid
bool draw0p1grid
bool draw0p01grid
bool draw0p001grid
float distanceBetweenRepeatingCoordsTexts_relToGridDistance
Color overwriteColorForX
Color overwriteColorForY
Color overwriteColorForZ
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.GridLinesLocal(...);

Code snippet names: drawGridLinesLocal_vecQuatSpace_vecPos and drawGridLinesLocal_vecQuatSpace_vecPos_func.

Parameters:
Type Parameter Name Description
Vector3 originOfLocalSpace
Vector3 scaleOfLocalSpace
Quaternion rotationOfLocalSpace
Vector3 localPositionAroundWhichToDraw
float coveredGridUnits_rel_inLocalSpaceUnits
float lengthOfEachGridLine_rel_inLocalSpaceUnits
float linesWidth_inLocalSpaceUnits_signFlipsPerp "_signFlipsPerp" means: the sign (+ or -) of the parameter value flips the grow direction of the lines width between "inside" and "perpendicular". For positive values a growing lines width expands the lines inside the visualized grid dimension. For negative values it expands perpendicular to the visualized grid dimension.
XGridLinesOrientation orientation_ofXLines
YGridLinesOrientation orientation_ofYLines
ZGridLinesOrientation orientation_ofZLines
bool draw1000grid
bool draw100grid
bool draw10grid
bool draw1grid
bool draw0p1grid
bool draw0p01grid
bool draw0p001grid
float distanceBetweenRepeatingCoordsTexts_relToGridDistance
Color overwriteColorForX
Color overwriteColorForY
Color overwriteColorForZ
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.