Code snippet names: drawQuaternion_go and drawQuaternion_go_func.
Parameters:
Type
Parameter Name
Description
GameObject
gameObject
Vector3
customVectorToRotate
A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it.
float
length_ofUpAndForwardVectors
Color
color_ofTurnAxis
float
lineWidth
string
text
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.
Code snippet names: drawQuaternion_tr and drawQuaternion_tr_func.
Parameters:
Type
Parameter Name
Description
Transform
transform
Vector3
customVectorToRotate
A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it.
float
length_ofUpAndForwardVectors
Color
color_ofTurnAxis
float
lineWidth
string
text
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.
Code snippet names: drawQuaternion_quat and drawQuaternion_quat_func.
Parameters:
Type
Parameter Name
Description
Quaternion
quaternion
Vector3
posWhereToDraw
Vector3
customVectorToRotate
A rotation by itself doesn't have vectors that could be visualized. Though Draw XXL by default displays the forward vector and the upward vector of the containing space, in order to have a visual anchor where we can see what's going on. With this parameter you can supply another additional vector to see which effect the quaternion rotation has on it.
float
length_ofUpAndForwardVectors
Color
color_ofTurnAxis
float
lineWidth
string
text
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.