Draw XXL documentation


Draw Shapes.Bipyramid(...);

Offers different ways/overloads to draw a Bipyramid.

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


static void DrawShapes.Bipyramid(...);

Code snippet names: drawBipyramid_baseRectQuat and drawBipyramid_baseRectQuat_func.

Parameters:
Type Parameter Name Description
Rect baseRect A rect that acts as bipyramid base plane. It lies initially inside the xy-plane and from there can be rotated via the "rotation" parameter.
float zPos_ofBaseRectCenter
float heightUp Distance from the base plane to one apex.
float heightDown Distance from the base plane to the other apex.
Quaternion rotation rotation*forward is the normal of the bipyramids base plane rect.
rotation*up goes along the rects y direction.
rotation*right goes along the rects x direction.
Color color
Shape2DType baseShape
float linesWidth
string text The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes.
LineStyle lineStyle
float stylePatternScaleFactor
bool textBlockAboveLine
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 DrawShapes.Bipyramid(...);

Code snippet names: drawBipyramid_baseRectVec and drawBipyramid_baseRectVec_func.

Parameters:
Type Parameter Name Description
Rect baseRect A rect that acts as bipyramid base plane. It lies initially inside the xy-plane and from there can be rotated via the "normal_ofBaseTowardsApex" and "up_insideBaseRectPlane" parameters.
float zPos_ofBaseRectCenter
float heightUp Distance from the base plane to one apex.
float heightDown Distance from the base plane to the other apex.
Vector3 normal_ofBaseTowardsUpperApex
Vector3 up_insideBaseRectPlane
Color color
Shape2DType baseShape
float linesWidth
string text The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes.
LineStyle lineStyle
float stylePatternScaleFactor
bool textBlockAboveLine
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 DrawShapes.Bipyramid(...);

Code snippet names: drawBipyramid_vecVecQuat and drawBipyramid_vecVecQuat_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofBasePlane
Vector3 scale_ofBipyramidHullVolume
Quaternion rotation rotation*up is the normal of the bipyramid from the base plane to the apex.
rotation*forward goes along the z-direction of "scale_ofBipyramidHullVolume".
Color color
Shape2DType baseShape
float linesWidth
string text The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes.
LineStyle lineStyle
float stylePatternScaleFactor
bool textBlockAboveLine
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 DrawShapes.Bipyramid(...);

Code snippet names: drawBipyramid_vecFloatQuat and drawBipyramid_vecFloatQuat_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofBasePlane
float heightUp Distance from the base plane to one apex.
float heightDown Distance from the base plane to the other apex.
float width_ofBase
float length_ofBase
Color color
Quaternion rotation rotation*up is the normal of the bipyramid from the base plane to the apex.
rotation*forward goes along "length_ofBase".
rotation*right goes along "width_ofBase".
Shape2DType baseShape
float linesWidth
string text The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes.
LineStyle lineStyle
float stylePatternScaleFactor
bool textBlockAboveLine
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 DrawShapes.Bipyramid(...);

Code snippet names: drawBipyramid_vecFloatVec and drawBipyramid_vecFloatVec_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofBasePlane
float heightUp Distance from the base plane to one apex.
float heightDown Distance from the base plane to the other apex.
float width_ofBase This goes perpendicular to "up_insideBasePlane".
float length_ofBase This goes along "up_insideBasePlane".
Color color
Vector3 normal_ofBaseTowardsUpperApex
Vector3 up_insideBasePlane
Shape2DType baseShape
float linesWidth
string text The display orientation of the text follows DrawText.automaticTextOrientation. The text size scales relative to the extent of the drawn shape. If you want a constant text size, you can use DrawShapes.forcedConstantScreenspaceTextSize_relToScreenHeight_forTextAtShapes or DrawShapes.forcedConstantWorldspaceTextSize_forTextAtShapes.
LineStyle lineStyle
float stylePatternScaleFactor
bool textBlockAboveLine
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.