Draw XXL documentation


Draw Screenspace.Circle(...);

Draws a circle to the screen.

The camera which defines the screenspace can be appointed in several ways. One option is: Every function has an overload that is identical except that it takes a Camera as first parameter. Another more convenient option is: If no Camera is supplied then Draw XXL automatically searches for one according to the global DefaultScreenspaceWindowForDrawing setting (which can point to a Gameview camera or a Sceneview camera). Moreover there is the option to apoint a camera once to the global defaultCameraForDrawing field, which also has the effect that no camera has to be supplied as parameter to the actual draw functions.

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


static void DrawScreenspace.Circle(...);

Code snippet names: drawScreenCircle_rect and drawScreenCircle_rect_func.

Parameters:
Type Parameter Name Description
Rect rect A hull rect that defines the size and position of the circle.
Color color
float linesWidth_relToViewportHeight
string text
bool drawPointerIfOffscreen
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
bool addTextForOutsideDistance_toOffscreenPointer
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.


static void DrawScreenspace.Circle(...);

Code snippet names: drawScreenCircle_rect_cam and drawScreenCircle_rect_cam_func.

Parameters:
Type Parameter Name Description
Camera targetCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Rect rect
Color color
float linesWidth_relToViewportHeight
string text
bool drawPointerIfOffscreen
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
bool addTextForOutsideDistance_toOffscreenPointer
float durationInSec


static void DrawScreenspace.Circle(...);

Code snippet names: drawScreenCircle_3Dpos_vecRad and drawScreenCircle_3Dpos_vecRad_func.

Parameters:
Type Parameter Name Description
Vector3 centerPosition_in3DWorldspace The world position will be projected onto the screen plane in order to get the final draw position.
float radius_relToViewportHeight
Color color
float linesWidth_relToViewportHeight
string text
bool drawPointerIfOffscreen
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
bool addTextForOutsideDistance_toOffscreenPointer
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.


static void DrawScreenspace.Circle(...);

Code snippet names: drawScreenCircle_3Dpos_vecRad_cam and drawScreenCircle_3Dpos_vecRad_cam_func.

Parameters:
Type Parameter Name Description
Camera targetCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector3 centerPosition_in3DWorldspace
float radius_relToViewportHeight
Color color
float linesWidth_relToViewportHeight
string text
bool drawPointerIfOffscreen
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
bool addTextForOutsideDistance_toOffscreenPointer
float durationInSec


static void DrawScreenspace.Circle(...);

Code snippet names: drawScreenCircle_2Dpos_vecRad and drawScreenCircle_2Dpos_vecRad_func.

Parameters:
Type Parameter Name Description
Vector2 centerPosition_in2DViewportSpace Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
float radius_relToViewportHeight
Color color
float linesWidth_relToViewportHeight
string text
bool drawPointerIfOffscreen
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
bool addTextForOutsideDistance_toOffscreenPointer
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.


static void DrawScreenspace.Circle(...);

Code snippet names: drawScreenCircle_2Dpos_vecRad_cam and drawScreenCircle_2Dpos_vecRad_cam_func.

Parameters:
Type Parameter Name Description
Camera targetCamera This parameter is the only difference to the previous overload. It specifies the camera explicitly instead of relying on DefaultScreenspaceWindowForDrawing or defaultCameraForDrawing.
Vector2 centerPosition_in2DViewportSpace
float radius_relToViewportHeight
Color color
float linesWidth_relToViewportHeight
string text
bool drawPointerIfOffscreen
LineStyle lineStyle
float stylePatternScaleFactor
LineStyle fillStyle
bool addTextForOutsideDistance_toOffscreenPointer
float durationInSec