Draws an Ellipsoid, where the upper half shell can have a different shape than the lower half shell. "*NonUniform" refers to only the y dimension, which can be skaled non-uniformly in both directions via "radius_y_upward" and "radius_y_downward".
You can influence the quality of the drawn ellipsoid with LinesPerSphereCircle.
Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawShapes.EllipsoidNonUniform(...);
Code snippet names: drawEllipsoidNonUniform_vecQuat and drawEllipsoidNonUniform_vecQuat_func.
Parameters:
Type
Parameter Name
Description
Vector3
position
float
radius_x
float
radius_y_upward
float
radius_y_downward
"radius_y_downward" is defined along the negative local y axis, that means a positive value will extend the concerened half shell to the opposite side than a positive "radius_y_upward".
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.EllipsoidNonUniform(...);
Code snippet names: drawEllipsoidNonUniform_vecVec and drawEllipsoidNonUniform_vecVec_func.
Parameters:
Type
Parameter Name
Description
Vector3
position
float
radius_x
float
radius_y_upward
float
radius_y_downward
"radius_y_downward" is defined along the negative local y axis, that means a positive value will extend the concerened half shell to the opposite side than a positive "radius_y_upward".
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.