Draw XXL documentation


Draw Shapes.Cone(...);

Offers different ways/overloads to draw a cone whose base plane is connected by 4 lines to the apex.

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


static void DrawShapes.Cone(...);

Code snippet names: drawCone_apexAnglesQuat and drawCone_apexAnglesQuat_func.

Parameters:
Type Parameter Name Description
Vector3 apexPosition
float height The distance from the base plane to the apex.
Quaternion rotation rotation*forward is looking from the apex towards the base plane of the cone.
float angleDeg_inVertDir The opening angle of the cone when looking from the apex to the base plane, along rotation*up.
float angleDeg_inHorizDir The opening angle of the cone when looking from the apex to the base plane, along rotation*right.
Color color
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.Cone(...);

Code snippet names: drawCone_apexAnglesVec and drawCone_apexAnglesVec_func.

Parameters:
Type Parameter Name Description
Vector3 apexPosition
float height The distance from the base plane to the apex.
Vector3 forward_fromApexTowardsBase
Vector3 up_insideBaseCircle
float angleDeg_inVertDir The opening angle of the cone when looking from the apex to the base plane, finally reaching the base plane in the direction that is spanned by up_insideBasePlane.
float angleDeg_inHorizDir The opening angle of the cone when looking from the apex to the base plane, finally reaching the base plane in the direction that is spanned perpendicular to up_insideBasePlane.
Color color
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.Cone(...);

Code snippet names: drawCone_vecVecQuat and drawCone_vecVecQuat_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofConeHullVolume
Vector3 scale_ofConeHullVolume
Quaternion rotation rotation*up is the normal of the cone from the base plane to the apex.
rotation*forward goes along the z-direction of "scale_ofConeHullVolume".
Color color
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.Cone(...);

Code snippet names: drawCone_vecFloatQuat and drawCone_vecFloatQuat_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofBaseCircle
float height
float width_ofBaseCircle
float length_ofBaseCircle
Color color
Quaternion rotation rotation*up is the normal of the cone from the base plane to the apex.
rotation*forward goes along "length_ofBase".
rotation*right goes along "width_ofBase".
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.Cone(...);

Code snippet names: drawCone_vecFloatVec and drawCone_vecFloatVec_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofBaseCircle
float height
float width_ofBaseCircle This goes perpendicular to "up_insideBasePlane".
float length_ofBaseCircle This goes along "up_insideBasePlane"
Color color
Vector3 normal_ofBaseCircleTowardsApex
Vector3 up_insideBaseCircle
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.