Offers different ways/overloads to draw a frustum.
Note: This is only drawing frustum shape. If you want visualize the view frustum of one of your cameras more clearly you may use DrawEngineBasics.CameraFrustum().
Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawShapes.Frustum(...);
Code snippet names: drawFrustum_cam and drawFrustum_cam_func.
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.Frustum(...);
Code snippet names: drawFrustum_apexAndAngles_rotViaQuat and drawFrustum_apexAndAngles_rotViaQuat_func.
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.Frustum(...);
Code snippet names: drawFrustum_apexAndAngles_rotViaVec and drawFrustum_apexAndAngles_rotViaVec_func.
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.Frustum(...);
Code snippet names: drawFrustum_bigClipPlaneRect_rotViaQuat and drawFrustum_bigClipPlaneRect_rotViaQuat_func.
The rect lies initially inside the xy-plane and from there can be rotated via the "rotation" parameter.
float
zPos_ofBigClipPlaneCenter
float
distanceBetweenClipPlanes
float
scalingFactor_forSmallClipPlane
Quaternion
rotation
rotation*forward is the normal of the frustums big clip plane rect. rotation*up goes along the rects y direction. rotation*right goes along the rects x direction.
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.Frustum(...);
Code snippet names: drawFrustum_bigClipPlaneRect_rotViaVec and drawFrustum_bigClipPlaneRect_rotViaVec_func.
It lies initially inside the xy-plane and from there can be rotated via the "normal_ofClipPlaneRects_towardsApex" and "up_insideClippedRects" parameters.
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.Frustum(...);
Code snippet names: drawFrustum_hull and drawFrustum_hull_func.
Parameters:
Type
Parameter Name
Description
Vector3
center_ofFrustumHullVolume
The frustum is enclosed in the hull volume like a pyramid that is clipped on top.
Vector3
scale_ofFrustumHullVolume
Quaternion
rotation
rotation*up is the normal of the clip planes to the apex. rotation*forward goes along the z-direction of "scale_ofFrustumHullVolume".
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.Frustum(...);
Code snippet names: drawFrustum_bigClipPlanePos_distanceToSmallAndApex_rotViaQuat and drawFrustum_bigClipPlanePos_distanceToSmallAndApex_rotViaQuat_func.
Parameters:
Type
Parameter Name
Description
float
distance_bigClipPlaneToApex
float
distanceBetweenClipPlanes
Vector3
center_ofBigClipPlane
Quaternion
rotation
rotation*up is the normal of clip planes to the apex. rotation*forward goes along "height_ofBigClipPlane". rotation*right goes along "width_ofBigClipPlane".
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.Frustum(...);
Code snippet names: drawFrustum_bigClipPlanePos_distanceToSmallAndApex_rotViaVec and drawFrustum_bigClipPlanePos_distanceToSmallAndApex_rotViaVec_func.
Parameters:
Type
Parameter Name
Description
float
distance_bigClipPlaneToApex
float
distanceBetweenClipPlanes
Vector3
center_ofBigClipPlane
Vector3
normal_ofClipPlanes_towardsApex
Vector3
up_insideClippedPlanes
float
width_ofBigClipPlane
This goes perpendicular to "up_insideClippedPlanes"
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.Frustum(...);
Code snippet names: drawFrustum_bigClipPlanePos_sizeFactorToSmall_rotViaQuat and drawFrustum_bigClipPlanePos_sizeFactorToSmall_rotViaQuat_func.
Parameters:
Type
Parameter Name
Description
Vector3
center_ofBigClipPlane
float
distanceBetweenClipPlanes
float
scalingFactor_forSmallClipPlane
Quaternion
rotation
rotation*up is the normal of clip planes to the apex. rotation*forward goes along "height_ofBigClipPlane". rotation*right goes along "width_ofBigClipPlane".
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.Frustum(...);
Code snippet names: drawFrustum_bigClipPlanePos_sizeFactorToSmall_rotViaVec and drawFrustum_bigClipPlanePos_sizeFactorToSmall_rotViaVec_func.
Parameters:
Type
Parameter Name
Description
Vector3
center_ofBigClipPlane
float
distanceBetweenClipPlanes
float
scalingFactor_forSmallClipPlane
Vector3
normal_ofClipPlanes_towardsApex
Vector3
up_insideClippedPlanes
float
width_ofBigClipPlane
This goes perpendicular to "up_insideClippedPlanes"
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.Frustum(...);
Code snippet names: drawFrustum_clipPlanesPos and drawFrustum_clipPlanesPos_func.
Parameters:
Type
Parameter Name
Description
Vector3
center_ofBigClipPlane
Vector3
center_ofSmallClipPlane
float
width_ofBigClipPlane
float
height_ofBigClipPlane
float
width_ofSmallClipPlane
float
height_ofSmallClipPlane
Color
color
Vector3
up_insideClippedPlanes
Vector3
fallback_for_normalOfClipPlanesTowardsApex
If "center_ofBigClipPlane" and "center_ofSmallClipPlane" are equal.
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.