Net.Like.Xue.Tokyo/Assets/Plugins/Draw XXL/code snippets/drawMeasurements_func.snippet

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<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistance_func</Title>
<Shortcut>drawDistance_func</Shortcut>
<Description>Encapsulated in a function: Draw a Distance in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistance$name$()
{
Vector3 from = $end$;
Vector3 to = ;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.Distance(from, to, color, lineWidth, text, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Distance</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngle_func</Title>
<Shortcut>drawAngle_func</Shortcut>
<Description>Encapsulated in a function: Draw an Angle in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngle$name$()
{
Vector3 from = $end$;
Vector3 to = ;
Vector3 turnCenter = ;
Color color = default(Color);
float forceRadius = 0.0f;
float lineWidth = 0.0f;
string text = null;
bool useReflexAngleOver180deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines = true;
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.Angle(from, to, turnCenter, color, forceRadius, lineWidth, text, useReflexAngleOver180deg, displayAndReturn_radInsteadOfDeg, coneLength, drawBoundaryLines, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Angle</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleSpan_func</Title>
<Shortcut>drawAngleSpan_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleSpan in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleSpan$name$()
{
Vector3 from = $end$;
Vector3 to = ;
Vector3 turnCenter = ;
Color color = default(Color);
float forceRadius = 0.0f;
float lineWidth = 0.0f;
string text = null;
bool useReflexAngleOver180deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool drawBoundaryLines = true;
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AngleSpan(from, to, turnCenter, color, forceRadius, lineWidth, text, useReflexAngleOver180deg, displayAndReturn_radInsteadOfDeg, coneLength, drawBoundaryLines, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleSpan</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine_ray_func</Title>
<Shortcut>drawDistancePointToLine_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToLine in the Unity Editor. (line defined by ray)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToLine$name$()
{
Vector3 point = $end$;
Ray line = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistancePointToLine(point, line, color, linesWidth, text, lineName, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToLine_vec_func</Title>
<Shortcut>drawDistancePointToLine_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToLine in the Unity Editor. (line defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToLine$name$()
{
Vector3 point = $end$;
Vector3 lineOrigin = ;
Vector3 lineDirection = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistancePointToLine(point, lineOrigin, lineDirection, color, linesWidth, text, lineName, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceLineToLine_ray_func</Title>
<Shortcut>drawDistanceLineToLine_ray_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistanceLineToLine in the Unity Editor. (lines defined by rays)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistanceLineToLine$name$()
{
Ray line1 = $end$;
Ray line2 = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string line1Name = null;
string line2Name = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistanceLineToLine(line1, line2, color, linesWidth, text, line1Name, line2Name, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceLineToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceLineToLine_vec_func</Title>
<Shortcut>drawDistanceLineToLine_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistanceLineToLine in the Unity Editor. (lines defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistanceLineToLine$name$()
{
Vector3 line1Origin = $end$;
Vector3 line1Direction = ;
Vector3 line2Origin = ;
Vector3 line2Direction = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string line1Name = null;
string line2Name = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistanceLineToLine(line1Origin, line1Direction, line2Origin, line2Direction, color, linesWidth, text, line1Name, line2Name, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceLineToLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePerpToOrthoViewDir_func</Title>
<Shortcut>drawDistancePerpToOrthoViewDir_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePerpToOrthoViewDir in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePerpToOrthoViewDir$name$()
{
Vector3 from = $end$;
Vector3 to = ;
Vector3 orthoViewDir = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistancePerpToOrthoViewDir(from, to, orthoViewDir, color, linesWidth, text, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePerpToOrthoViewDir</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceAlongOrthoViewDir_func</Title>
<Shortcut>drawDistanceAlongOrthoViewDir_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistanceAlongOrthoViewDir in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistanceAlongOrthoViewDir$name$()
{
Vector3 from = $end$;
Vector3 to = ;
Vector3 orthoViewDir = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistanceAlongOrthoViewDir(from, to, orthoViewDir, color, linesWidth, text, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceAlongOrthoViewDir</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToPlane_tr_func</Title>
<Shortcut>drawDistancePointToPlane_tr_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToPlane in the Unity Editor. (plane defined by transform)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToPlane$name$()
{
Vector3 point = $end$;
Transform planeTransform = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string planeName = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistancePointToPlane(point, planeTransform, color, linesWidth, text, planeName, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToPlane_pl_func</Title>
<Shortcut>drawDistancePointToPlane_pl_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToPlane in the Unity Editor. (plane defined by plane struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToPlane$name$()
{
Vector3 point = $end$;
Plane plane = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string planeName = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistancePointToPlane(point, plane, color, linesWidth, text, planeName, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistancePointToPlane_vec_func</Title>
<Shortcut>drawDistancePointToPlane_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a DistancePointToPlane in the Unity Editor. (plane defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawDistancePointToPlane$name$()
{
Vector3 point = $end$;
Vector3 planeOrigin = ;
Vector3 planeNormal = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string planeName = null;
float coneLength = 0.10f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.DistancePointToPlane(point, planeOrigin, planeNormal, color, linesWidth, text, planeName, coneLength, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistancePointToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_ray_tr_func</Title>
<Shortcut>drawAngleLineToPlane_ray_tr_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToPlane in the Unity Editor. (line defined by ray, plane defined by transform)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToPlane$name$()
{
Ray line = $end$;
Transform planeTransform = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
string planeName = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AngleLineToPlane(line, planeTransform, color, linesWidth, text, lineName, planeName, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_ray_pl_func</Title>
<Shortcut>drawAngleLineToPlane_ray_pl_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToPlane in the Unity Editor. (line defined by ray, plane defined by plane struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToPlane$name$()
{
Ray line = $end$;
Plane plane = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
string planeName = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AngleLineToPlane(line, plane, color, linesWidth, text, lineName, planeName, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_ray_vec_func</Title>
<Shortcut>drawAngleLineToPlane_ray_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToPlane in the Unity Editor. (line defined by ray, plane defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToPlane$name$()
{
Ray line = $end$;
Vector3 planeOrigin = ;
Vector3 planeNormal = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
string planeName = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AngleLineToPlane(line, planeOrigin, planeNormal, color, linesWidth, text, lineName, planeName, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_vec_tr_func</Title>
<Shortcut>drawAngleLineToPlane_vec_tr_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToPlane in the Unity Editor. (line defined by vectors, plane defined by transform)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToPlane$name$()
{
Vector3 lineOrigin = $end$;
Vector3 lineDirection = ;
Transform planeTransform = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
string planeName = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AngleLineToPlane(lineOrigin, lineDirection, planeTransform, color, linesWidth, text, lineName, planeName, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_vec_pl_func</Title>
<Shortcut>drawAngleLineToPlane_vec_pl_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToPlane in the Unity Editor. (line defined by vectors, plane defined by plane struct)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToPlane$name$()
{
Vector3 lineOrigin = $end$;
Vector3 lineDirection = ;
Plane plane = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
string planeName = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AngleLineToPlane(lineOrigin, lineDirection, plane, color, linesWidth, text, lineName, planeName, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAngleLineToPlane_vec_vec_func</Title>
<Shortcut>drawAngleLineToPlane_vec_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw an AngleLineToPlane in the Unity Editor. (line defined by vectors, plane defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAngleLineToPlane$name$()
{
Vector3 lineOrigin = $end$;
Vector3 lineDirection = ;
Vector3 planeOrigin = ;
Vector3 planeNormal = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string lineName = null;
string planeName = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AngleLineToPlane(lineOrigin, lineDirection, planeOrigin, planeNormal, color, linesWidth, text, lineName, planeName, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AngleLineToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAnglePlaneToPlane_tr_func</Title>
<Shortcut>drawAnglePlaneToPlane_tr_func</Shortcut>
<Description>Encapsulated in a function: Draw an AnglePlaneToPlane in the Unity Editor. (planes defined by transform)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAnglePlaneToPlane$name$()
{
Transform plane1Transform = $end$;
Transform plane2Transform = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string plane1Name = null;
string plane2Name = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AnglePlaneToPlane(plane1Transform, plane2Transform, color, linesWidth, text, plane1Name, plane2Name, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AnglePlaneToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAnglePlaneToPlane_pl_func</Title>
<Shortcut>drawAnglePlaneToPlane_pl_func</Shortcut>
<Description>Encapsulated in a function: Draw an AnglePlaneToPlane in the Unity Editor. (planes defined by plane structs)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAnglePlaneToPlane$name$()
{
Plane plane1 = $end$;
Plane plane2 = ;
Vector3 drawPositioinAsPlumb = default(Vector3);
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string plane1Name = null;
string plane2Name = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AnglePlaneToPlane(plane1, plane2, drawPositioinAsPlumb, color, linesWidth, text, plane1Name, plane2Name, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AnglePlaneToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawAnglePlaneToPlane_vec_func</Title>
<Shortcut>drawAnglePlaneToPlane_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw an AnglePlaneToPlane in the Unity Editor. (planes defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
float DrawAnglePlaneToPlane$name$()
{
Vector3 plane1Origin = $end$;
Vector3 plane1Normal = ;
Vector3 plane2Origin = ;
Vector3 plane2Normal = ;
Color color = default(Color);
float linesWidth = 0.0f;
string text = null;
string plane1Name = null;
string plane2Name = null;
bool returnObtuseAngleOver90deg = false;
bool displayAndReturn_radInsteadOfDeg = false;
float coneLength = 0.13f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool addTextForAlternativeAngleUnit = true;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
return DrawMeasurements.AnglePlaneToPlane(plane1Origin, plane1Normal, plane2Origin, plane2Normal, color, linesWidth, text, plane1Name, plane2Name, returnObtuseAngleOver90deg, displayAndReturn_radInsteadOfDeg, coneLength, addTextForAlternativeAngleUnit, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn AnglePlaneToPlane</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThreshold_func</Title>
<Shortcut>drawDistanceThreshold_func</Shortcut>
<Description>Encapsulated in a function: Draw DistanceThreshold in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawDistanceThreshold$name$()
{
Vector3 startPos = $end$;
Vector3 endPos = ;
float thresholdDistance = ;
string text = null;
bool displayDistanceAlsoAsText = false;
float lineWidth = 0.0f;
bool exactlyThresholdLength_countsAsShorter = true;
float endPlates_size = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forFar = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear = default(Color);
Color overwriteColor_forFar = default(Color);
Vector3 customAmplitudeAndTextDir = default(Vector3);
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawMeasurements.DistanceThreshold(startPos, endPos, thresholdDistance, text, displayDistanceAlsoAsText, lineWidth, exactlyThresholdLength_countsAsShorter, endPlates_size, overwriteStyle_forNear, overwriteStyle_forFar, overwriteColor_forNear, overwriteColor_forFar, customAmplitudeAndTextDir, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThreshold</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDistanceThresholds_func</Title>
<Shortcut>drawDistanceThresholds_func</Shortcut>
<Description>Encapsulated in a function: Draw DistanceThresholds in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawDistanceThresholds$name$()
{
Vector3 startPos = $end$;
Vector3 endPos = ;
float smallerThresholdDistance = ;
float biggerThresholdDistance = ;
string text = null;
bool displayDistanceAlsoAsText = false;
float lineWidth = 0.0f;
bool exactlyThresholdLength_countsAsShorter = true;
float endPlates_size = 0.0f; //Specify the interpretation of this end plates size as 'relative to line length' or as 'absolute size' via the global setting 'DrawBasics.endPlates_sizeInterpretation'
DrawBasics.LineStyle overwriteStyle_forNear = DrawBasics.LineStyle.electricNoise;
DrawBasics.LineStyle overwriteStyle_forMiddle = DrawBasics.LineStyle.electricImpulses;
DrawBasics.LineStyle overwriteStyle_forFar = DrawBasics.LineStyle.solid;
Color overwriteColor_forNear = default(Color);
Color overwriteColor_forMiddle = default(Color);
Color overwriteColor_forFar = default(Color);
Vector3 customAmplitudeAndTextDir = default(Vector3);
float enlargeSmallTextToThisMinTextSize = 0.005f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawMeasurements.DistanceThresholds(startPos, endPos, smallerThresholdDistance, biggerThresholdDistance, text, displayDistanceAlsoAsText, lineWidth, exactlyThresholdLength_countsAsShorter, endPlates_size, overwriteStyle_forNear, overwriteStyle_forMiddle, overwriteStyle_forFar, overwriteColor_forNear, overwriteColor_forMiddle, overwriteColor_forFar, customAmplitudeAndTextDir, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn DistanceThresholds</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>