Draw XXL documentation


Draw Shapes.Frustum(...);

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.

Parameters:
Type Parameter Name Description
Camera camera A Unity camera that supplies the frustum.
Color color
Shape2DType clipPlanesShape
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.Frustum(...);

Code snippet names: drawFrustum_apexAndAngles_rotViaQuat and drawFrustum_apexAndAngles_rotViaQuat_func.

Parameters:
Type Parameter Name Description
Vector3 cameraPosition_frustumApex
Quaternion cameraRotation
float angleDeg_verticalFieldOfView
float aspectRatio
float distanceApexToNearPlane
float distanceApexToFarPlane
Color color
Shape2DType clipPlanesShape
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.Frustum(...);

Code snippet names: drawFrustum_apexAndAngles_rotViaVec and drawFrustum_apexAndAngles_rotViaVec_func.

Parameters:
Type Parameter Name Description
Vector3 cameraPosition_frustumApex
Vector3 cameraForward
Vector3 cameraUp
float angleDeg_verticalFieldOfView
float aspectRatio
float distanceApexToNearPlane
float distanceApexToFarPlane
Color color
Shape2DType clipPlanesShape
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.Frustum(...);

Code snippet names: drawFrustum_bigClipPlaneRect_rotViaQuat and drawFrustum_bigClipPlaneRect_rotViaQuat_func.

Parameters:
Type Parameter Name Description
Rect bigClipPlaneRect 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.
Color color
Shape2DType clipPlanesShape
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.Frustum(...);

Code snippet names: drawFrustum_bigClipPlaneRect_rotViaVec and drawFrustum_bigClipPlaneRect_rotViaVec_func.

Parameters:
Type Parameter Name Description
Rect bigClipPlaneRect It lies initially inside the xy-plane and from there can be rotated via the "normal_ofClipPlaneRects_towardsApex" and "up_insideClippedRects" parameters.
float zPos_ofBigClipPlaneCenter
float distanceBetweenClipPlanes
float scalingFactor_forSmallClipPlane
Vector3 normal_ofClipPlaneRects_towardsApex
Vector3 up_insideClippedRects
Color color
Shape2DType clipPlanesShape
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.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".
float scalingFactor_forSmallClipPlane
Color color
Shape2DType clipPlanesShape
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.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".
float width_ofBigClipPlane
float height_ofBigClipPlane
Color color
Shape2DType clipPlanesShape
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.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"
float height_ofBigClipPlane This goes along "up_insideClippedPlanes"
Color color
Shape2DType clipPlanesShape
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.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".
float width_ofBigClipPlane
float height_ofBigClipPlane
Color color
Shape2DType clipPlanesShape
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.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"
float height_ofBigClipPlane This goes along "up_insideClippedPlanes"
Color color
Shape2DType clipPlanesShape
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.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.
Shape2DType clipPlanesShape
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.