Draw XXL documentation


Draw Shapes.Pyramid(...);

Offers different ways/overloads to draw a pyramid.

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


static void DrawShapes.Pyramid(...);

Code snippet names: drawPyramid_apexAnglesQuat and drawPyramid_apexAnglesQuat_func.

Parameters:
Type Parameter Name Description
Vector3 apexPosition
float height The distance from the base plane to the apex.
Quaternion rotation rotation*forward is looking from the apex towards the base plane of the pyramid.
float angleDeg_inVertDir The opening angle of the pyramid when looking from the apex to the base plane, along rotation*up.
float angleDeg_inHorizDir The opening angle of the pyramid when looking from the apex to the base plane, along rotation*right.
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.Pyramid(...);

Code snippet names: drawPyramid_apexAnglesVec and drawPyramid_apexAnglesVec_func.

Parameters:
Type Parameter Name Description
Vector3 apexPosition
float height The distance from the base plane to the apex.
Vector3 forward_fromApexTowardsBase
Vector3 up_insideBasePlane
float angleDeg_inVertDir The opening angle of the pyramid when looking from the apex to the base plane, finally reaching the base plane in the direction that is spanned by up_insideBasePlane.
float angleDeg_inHorizDir The opening angle of the pyramid when looking from the apex to the base plane, finally reaching the base plane in the direction that is spanned perpendicular to up_insideBasePlane.
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.Pyramid(...);

Code snippet names: drawPyramid_baseRectQuat and drawPyramid_baseRectQuat_func.

Parameters:
Type Parameter Name Description
Rect baseRect A rect that acts as pyramid base plane. It lies initially inside the xy-plane and from there can be rotated via the "rotation" parameter.
float zPos_ofBaseRectCenter
float height
Quaternion rotation rotation*forward is the normal of the pyramids base plane rect.
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.Pyramid(...);

Code snippet names: drawPyramid_baseRectVec and drawPyramid_baseRectVec_func.

Parameters:
Type Parameter Name Description
Rect baseRect A rect that acts as pyramid base plane. It lies initially inside the xy-plane and from there can be rotated via the "normal_ofBaseTowardsApex" and "up_insideBaseRectPlane" parameters.
float zPos_ofBaseRectCenter
float height
Vector3 normal_ofBaseTowardsApex
Vector3 up_insideBaseRectPlane
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.Pyramid(...);

Code snippet names: drawPyramid_vecVecQuat and drawPyramid_vecVecQuat_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofPyramidHullVolume
Vector3 scale_ofPyramidHullVolume
Quaternion rotation rotation*up is the normal of the pyramid from the base plane to the apex.
rotation*forward goes along the z-direction of "scale_ofPyramidHullVolume".
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.Pyramid(...);

Code snippet names: drawPyramid_vecFloatQuat and drawPyramid_vecFloatQuat_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofBasePlane
float height
float width_ofBase
float length_ofBase
Color color
Quaternion rotation rotation*up is the normal of the pyramid from the base plane to the apex.
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.Pyramid(...);

Code snippet names: drawPyramid_vecFloatVec and drawPyramid_vecFloatVec_func.

Parameters:
Type Parameter Name Description
Vector3 center_ofBasePlane
float height
float width_ofBase This goes perpendicular to "up_insideBasePlane".
float length_ofBase This goes along "up_insideBasePlane".
Color color
Vector3 normal_ofBaseTowardsApex
Vector3 up_insideBasePlane
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.