Draw XXL documentation


Draw Shapes.Extrusion(...);

Offers different ways/overloads to draw an extruded shape. It is similar to Cylinder(), but the shape can be extruded both ways: towards up and towards down.

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


static void DrawShapes.Extrusion(...);

Code snippet names: drawExtrusion_baseRectQuat and drawExtrusion_baseRectQuat_func.

Parameters:
Type Parameter Name Description
Rect hullRect_ofExtrudedCrosssection A rect that acts as extrusion base plane. It lies initially inside the xy-plane and from there can be rotated via the "rotation" parameter.
float zPos_ofExtrudedRect
float extrusionDistanceForward
float extrusionDistanceBackward
Quaternion rotation rotation*forward goes along the extrusion direction.
rotation*up goes along the rects y direction.
rotation*right goes along the rects x direction.
Color color
Shape2DType extrusionShape
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.Extrusion(...);

Code snippet names: drawExtrusion_baseRectVec and drawExtrusion_baseRectVec_func.

Parameters:
Type Parameter Name Description
Rect hullRect_ofExtrudedCrosssection A rect that acts as extrusion base plane. It lies initially inside the xy-plane and from there can be rotated via the "extrusionDirection" and "up_insideCrossSectionPlane" parameters.
float zPos_ofExtrudedRect
float extrusionDistanceForward
float extrusionDistanceBackward
Vector3 extrusionDirection
Vector3 up_insideCrosssectionPlane
Color color
Shape2DType extrusionShape
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.Extrusion(...);

Code snippet names: drawExtrusion_vecQuat and drawExtrusion_vecQuat_func.

Parameters:
Type Parameter Name Description
Vector3 centerPos_ofExtrusionBase
float extrusionHeightUp
float extrusionHeightDown
float width_ofExtrudedCrosssection
float length_ofExtrudedCrosssection
Color color
Quaternion rotation rotation*up goes along the extrusion direction.
rotation*forward goes along "length_ofExtrudedCrosssection"
rotation*right goes along "width_ofExtrudedCrosssection"
Shape2DType extrusionShape
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.Extrusion(...);

Code snippet names: drawExtrusion_vecVec and drawExtrusion_vecVec_func.

Parameters:
Type Parameter Name Description
Vector3 centerPos_ofExtrusionBase
float extrusionHeightUp
float extrusionHeightDown
float width_ofExtrudedCrosssection This goes perpendicular to "up_insideCrossSectionPlane".
float length_ofExtrudedCrosssection This goes along "up_insideCrossSectionPlane".
Color color
Vector3 extrusionDirection
Vector3 up_insideCrossSectionPlane
Shape2DType extrusionShape
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.