Draw XXL documentation


Draw Shapes.Cylinder(...);

Offers different ways/overloads to draw a cylinder. See also Extrusion().

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


static void DrawShapes.Cylinder(...);

Code snippet names: drawCylinder_baseRectQuat and drawCylinder_baseRectQuat_func.

Parameters:
Type Parameter Name Description
Rect crossSectionHullRect A rect that acts as cylinder base plane. It lies initially inside the xy-plane and from there can be rotated via the "rotation" parameter.
float zPos_ofHullRectCenter This will be the position in the center of the cylinder.
float height
Quaternion rotation rotation*forward goes along the cylinder direction.
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.Cylinder(...);

Code snippet names: drawCylinder_baseRectVec and drawCylinder_baseRectVec_func.

Parameters:
Type Parameter Name Description
Rect crossSectionHullRect A rect that acts as cylinder base plane. It lies initially inside the xy-plane and from there can be rotated via the "extrusionDirection" and "up_insideCrossSectionPlane" parameters.
float zPos_ofHullRectCenter This will be the position in the center of the cylinder.
float height
Vector3 extrusionDirection
Vector3 up_insideCrossSectionPlane
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.Cylinder(...);

Code snippet names: drawCylinder_vecVecQuat and drawCylinder_vecVecQuat_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofCylinderHullVolume
Vector3 scale_ofCylinderHullVolume
Quaternion rotation rotation*up goes along the cylinder direction, whose height is defined by "scale_ofCylinderHullVolume.y"
rotation*forward is tied to "scale_ofCylinderHullVolume.z"
rotation*right is tied to "scale_ofCylinderHullVolume.x"
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.Cylinder(...);

Code snippet names: drawCylinder_vecFloatQuat and drawCylinder_vecFloatQuat_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofCylinderHullVolume
float height
float width_ofBase
float length_ofBase
Color color
Quaternion rotation rotation*up goes along the cylinder direction.
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.Cylinder(...);

Code snippet names: drawCylinder_vecFloatVec and drawCylinder_vecFloatVec_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofCylinderHullVolume
float height
float width_ofBase This goes perpendicular to "up_insideCrossSectionPlane".
float length_ofBase This goes along "up_insideCrossSectionPlane".
Color color
Vector3 extrusionDirection
Vector3 up_insideCrossSectionPlane
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.