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

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<CodeSnippets xmlns="http://schemas.microsoft.com/VisualStudio/2005/CodeSnippet">
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLine_func</Title>
<Shortcut>drawLine_func</Shortcut>
<Description>Encapsulated in a function: Draw a Line in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLine$name$()
{
Vector3 start = $end$;
Vector3 end = ;
Color color = default(Color);
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.Line(start, end, color, width, text, style, stylePatternScaleFactor, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Line</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRay_func</Title>
<Shortcut>drawRay_func</Shortcut>
<Description>Encapsulated in a function: Draw a Ray in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawRay$name$()
{
Vector3 start = $end$;
Vector3 direction = ;
Color color = default(Color);
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.Ray(start, direction, color, width, text, style, stylePatternScaleFactor, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Ray</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineFrom_func</Title>
<Shortcut>drawLineFrom_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineFrom in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineFrom$name$()
{
Vector3 start = $end$;
Vector3 direction = ;
Color color = default(Color);
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.LineFrom(start, direction, color, width, text, style, stylePatternScaleFactor, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineFrom</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineTo_func</Title>
<Shortcut>drawLineTo_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineTo in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineTo$name$()
{
Vector3 direction = $end$;
Vector3 end = ;
Color color = default(Color);
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.LineTo(direction, end, color, width, text, style, stylePatternScaleFactor, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineTo</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineColFade_func</Title>
<Shortcut>drawLineColFade_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineColFade in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineColFade$name$()
{
Vector3 start = $end$;
Vector3 end = ;
Color startColor = ;
Color endColor = ;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.LineColorFade(start, end, startColor, endColor, width, text, style, stylePatternScaleFactor, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineColFade</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRayColFade_func</Title>
<Shortcut>drawRayColFade_func</Shortcut>
<Description>Encapsulated in a function: Draw a RayColFade in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawRayColFade$name$()
{
Vector3 start = $end$;
Vector3 direction = ;
Color startColor = ;
Color endColor = ;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.RayColorFade(start, direction, startColor, endColor, width, text, style, stylePatternScaleFactor, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RayColFade</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineFromColFade_func</Title>
<Shortcut>drawLineFromColFade_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineFromColFade in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineFromColFade$name$()
{
Vector3 start = $end$;
Vector3 direction = ;
Color startColor = ;
Color endColor = ;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.LineFrom_withColorFade(start, direction, startColor, endColor, width, text, style, stylePatternScaleFactor, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineFromColFade</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineToColFade_func</Title>
<Shortcut>drawLineToColFade_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineToColFade in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineToColFade$name$()
{
Vector3 direction = $end$;
Vector3 end = ;
Color startColor = ;
Color endColor = ;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.LineTo_withColorFade(direction, end, startColor, endColor, width, text, style, stylePatternScaleFactor, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineToColFade</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineCircled_vecToVec_func</Title>
<Shortcut>drawLineCircled_vecToVec_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineCircled in the Unity Editor. (via toStartVector and toEndVector)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineCircled$name$()
{
Vector3 circleCenter = $end$;
Vector3 circleCenter_to_start = ;
Vector3 circleCenter_to_end = ;
Color color = default(Color);
float forceRadius = 0.0f;
float width = 0.0f;
string text = null;
bool useReflexAngleOver180deg = false;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineCircled(circleCenter, circleCenter_to_start, circleCenter_to_end, color, forceRadius, width, text, useReflexAngleOver180deg, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineCircled_fromQuatUp_func</Title>
<Shortcut>drawLineCircled_fromQuatUp_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineCircled in the Unity Editor. (quaternion-forward defines turnAxis, line starts at quaternion-up)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineCircled$name$()
{
Vector3 circleCenterPos = $end$;
Quaternion orientation = ;
float turnAngleDegCC_startingFromUp = ;
float radius = ;
Color color = ;
float width = 0.0f;
string text = null;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineCircled(circleCenterPos, orientation, turnAngleDegCC_startingFromUp, radius, color, width, text, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineCircled_relToQuatUp_func</Title>
<Shortcut>drawLineCircled_relToQuatUp_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineCircled in the Unity Editor. (quaternion-forward defines turnAxis, start and end angles measured relative to quaternion-up)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineCircled$name$()
{
Vector3 circleCenterPos = $end$;
Quaternion orientation = ;
float startAngleDegCC_relativeToUp = ;
float endAngleDegCC_relativeToUp = ;
float radius = 1.0f;
Color color = default(Color);
float width = 0.0f;
string text = null;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineCircled(circleCenterPos, orientation, startAngleDegCC_relativeToUp, endAngleDegCC_relativeToUp, radius, color, width, text, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineCircled_aroundRayAxis_func</Title>
<Shortcut>drawLineCircled_aroundRayAxis_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineCircled in the Unity Editor. (via ray as turnAxis)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineCircled$name$()
{
Vector3 startPos = $end$;
Ray turnAxis = ;
float turnAngleDegCC = ;
Color color = default(Color);
float width = 0.0f;
string text = null;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineCircled(startPos, turnAxis, turnAngleDegCC, color, width, text, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineCircled_aroundVecAxis_func</Title>
<Shortcut>drawLineCircled_aroundVecAxis_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineCircled in the Unity Editor. (via vector as turnAxis)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineCircled$name$()
{
Vector3 startPos = $end$;
Vector3 turnAxis_origin = ;
Vector3 turnAxis_direction = ;
float turnAngleDegCC = ;
Color color = default(Color);
float width = 0.0f;
string text = null;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineCircled(startPos, turnAxis_origin, turnAxis_direction, turnAngleDegCC, color, width, text, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCircleSegment_vecToVec_func</Title>
<Shortcut>drawCircleSegment_vecToVec_func</Shortcut>
<Description>Encapsulated in a function: Draw a CircleSegment in the Unity Editor. (via toStartVector and toEndVector)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawCircleSegment$name$()
{
Vector3 centerOfCircle = $end$;
Vector3 circleCenter_to_startPosOnPerimeter = ;
Vector3 circleCenter_to_endPosOnPerimeter = ;
Color color = default(Color);
float forceRadius = 0.0f;
string text = null;
bool useReflexAngleOver180deg = false;
float radiusPortionWhereDrawFillStarts = 0.0f;
bool skipFallbackDisplayOfZeroAngles = false;
float fillDensity = 1.0f;
float minAngleDeg_withoutTextLineBreak = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.CircleSegment(centerOfCircle, circleCenter_to_startPosOnPerimeter, circleCenter_to_endPosOnPerimeter, color, forceRadius, text, useReflexAngleOver180deg, radiusPortionWhereDrawFillStarts, skipFallbackDisplayOfZeroAngles, fillDensity, minAngleDeg_withoutTextLineBreak, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CircleSegment</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCircleSegment_fromQuatUp_func</Title>
<Shortcut>drawCircleSegment_fromQuatUp_func</Shortcut>
<Description>Encapsulated in a function: Draw a CircleSegment in the Unity Editor. (quaternion-forward defines turnAxis, segment starts at quaternion-up)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawCircleSegment$name$()
{
Vector3 centerOfCircle = $end$;
Quaternion orientation = ;
float turnAngleDegCC_startingFromUp = ;
float radius = ;
Color color = ;
string text = null;
float radiusPortionWhereDrawFillStarts = 0.0f;
bool skipFallbackDisplayOfZeroAngles = false;
float fillDensity = 1.0f;
float minAngleDeg_withoutTextLineBreak = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.CircleSegment(centerOfCircle, orientation, turnAngleDegCC_startingFromUp, radius, color, text, radiusPortionWhereDrawFillStarts, skipFallbackDisplayOfZeroAngles, fillDensity, minAngleDeg_withoutTextLineBreak, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CircleSegment</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCircleSegment_relToQuatUp_func</Title>
<Shortcut>drawCircleSegment_relToQuatUp_func</Shortcut>
<Description>Encapsulated in a function: Draw a CircleSegment in the Unity Editor. (quaternion-forward defines turnAxis, start and end angles measured relative to quaternion-up)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawCircleSegment$name$()
{
Vector3 centerOfCircle = $end$;
Quaternion orientation = ;
float startAngleDegCC_relativeToUp = ;
float endAngleDegCC_relativeToUp = ;
float radius = 1.0f;
Color color = default(Color);
string text = null;
float radiusPortionWhereDrawFillStarts = 0.0f;
bool skipFallbackDisplayOfZeroAngles = false;
float fillDensity = 1.0f;
float minAngleDeg_withoutTextLineBreak = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.CircleSegment(centerOfCircle, orientation, startAngleDegCC_relativeToUp, endAngleDegCC_relativeToUp, radius, color, text, radiusPortionWhereDrawFillStarts, skipFallbackDisplayOfZeroAngles, fillDensity, minAngleDeg_withoutTextLineBreak, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CircleSegment</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCircleSegment_aroundRayAxis_func</Title>
<Shortcut>drawCircleSegment_aroundRayAxis_func</Shortcut>
<Description>Encapsulated in a function: Draw a CircleSegment in the Unity Editor. (via ray as turnAxis)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawCircleSegment$name$()
{
Vector3 startPos = $end$;
Ray turnAxis = ;
float turnAngleDegCC = ;
Color color = default(Color);
string text = null;
float radiusPortionWhereDrawFillStarts = 0.0f;
bool skipFallbackDisplayOfZeroAngles = false;
float fillDensity = 1.0f;
float minAngleDeg_withoutTextLineBreak = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.CircleSegment(startPos, turnAxis, turnAngleDegCC, color, text, radiusPortionWhereDrawFillStarts, skipFallbackDisplayOfZeroAngles, fillDensity, minAngleDeg_withoutTextLineBreak, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CircleSegment</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawCircleSegment_aroundVecAxis_func</Title>
<Shortcut>drawCircleSegment_aroundVecAxis_func</Shortcut>
<Description>Encapsulated in a function: Draw a CircleSegment in the Unity Editor. (via vector as turnAxis)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawCircleSegment$name$()
{
Vector3 startPosOnPerimeter = $end$;
Vector3 centerOfCircle = ;
Vector3 normalOfCircle = ;
float turnAngleDegCC = ;
Color color = default(Color);
string text = null;
float radiusPortionWhereDrawFillStarts = 0.0f;
bool skipFallbackDisplayOfZeroAngles = false;
float fillDensity = 1.0f;
float minAngleDeg_withoutTextLineBreak = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.CircleSegment(startPosOnPerimeter, centerOfCircle, normalOfCircle, turnAngleDegCC, color, text, radiusPortionWhereDrawFillStarts, skipFallbackDisplayOfZeroAngles, fillDensity, minAngleDeg_withoutTextLineBreak, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn CircleSegment</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineString_array_func</Title>
<Shortcut>drawLineString_array_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineString in the Unity Editor. (via points from array)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineString$name$()
{
Vector3[] points = $end$;
Color color = default(Color);
bool closeGapBetweenLastAndFirstPoint = false;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
bool textBlockAboveLine = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineString(points, color, closeGapBetweenLastAndFirstPoint, width, text, style, stylePatternScaleFactor, textBlockAboveLine, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineString</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineString_list_func</Title>
<Shortcut>drawLineString_list_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineString in the Unity Editor. (via points from list)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineString$name$()
{
List<Vector3> points = $end$;
Color color = default(Color);
bool closeGapBetweenLastAndFirstPoint = false;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
bool textBlockAboveLine = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineString(points, color, closeGapBetweenLastAndFirstPoint, width, text, style, stylePatternScaleFactor, textBlockAboveLine, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineString</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineStringColFade_array_func</Title>
<Shortcut>drawLineStringColFade_array_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineStringColFade in the Unity Editor. (via points from array)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineStringColFade$name$()
{
Vector3[] points = $end$;
Color startColor = ;
Color endColor = ;
bool closeGapBetweenLastAndFirstPoint = false;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
bool textBlockAboveLine = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineStringColorFade(points, startColor, endColor, closeGapBetweenLastAndFirstPoint, width, text, style, stylePatternScaleFactor, textBlockAboveLine, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineStringColFade</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineStringColFade_list_func</Title>
<Shortcut>drawLineStringColFade_list_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineStringColFade in the Unity Editor. (via points from list)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineStringColFade$name$()
{
List<Vector3> points = $end$;
Color startColor = ;
Color endColor = ;
bool closeGapBetweenLastAndFirstPoint = false;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
float stylePatternScaleFactor = 1.0f;
bool textBlockAboveLine = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.LineStringColorFade(points, startColor, endColor, closeGapBetweenLastAndFirstPoint, width, text, style, stylePatternScaleFactor, textBlockAboveLine, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineStringColFade</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointArray_func</Title>
<Shortcut>drawPointArray_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointArray in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointArray$name$()
{
Vector3[] points = $end$;
Color color = default(Color);
float sizeOfMarkingCross = 1.0f;
float markingCrossLinesWidth = 0.0f;
bool drawCoordsAsText = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointArray(points, color, sizeOfMarkingCross, markingCrossLinesWidth, drawCoordsAsText, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointArray</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointList_func</Title>
<Shortcut>drawPointList_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointList in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointList$name$()
{
List<Vector3> points = $end$;
Color color = default(Color);
float sizeOfMarkingCross = 1.0f;
float markingCrossLinesWidth = 0.0f;
bool drawCoordsAsText = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointList(points, color, sizeOfMarkingCross, markingCrossLinesWidth, drawCoordsAsText, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointList</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPoint_func</Title>
<Shortcut>drawPoint_func</Shortcut>
<Description>Encapsulated in a function: Draw a Point in the Unity Editor. (pointMarking has raised priority)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPoint$name$()
{
Vector3 position = $end$;
Color markingCrossColor = ;
float sizeOfMarkingCross = 1.0f;
Quaternion rotation = default(Quaternion);
float markingCrossLinesWidth = 0.0f;
string text = null;
Color textColor = default(Color);
bool pointer_as_textAttachStyle = false;
bool drawCoordsAsText = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.Point(position, markingCrossColor, sizeOfMarkingCross, rotation, markingCrossLinesWidth, text, textColor, pointer_as_textAttachStyle, drawCoordsAsText, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Point</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPoint_prioText_func</Title>
<Shortcut>drawPoint_prioText_func</Shortcut>
<Description>Encapsulated in a function: Draw a Point in the Unity Editor. (text parameter has raised priority)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPoint$name$()
{
Vector3 position = $end$;
string text = null;
Color textColor = default(Color);
float sizeOfMarkingCross = 1.0f;
float markingCrossLinesWidth = 0.0f;
Color overwrite_markingCrossColor = default(Color);
Quaternion rotation = default(Quaternion);
bool pointer_as_textAttachStyle = true;
bool drawCoordsAsText = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.Point(position, text, textColor, sizeOfMarkingCross, markingCrossLinesWidth, overwrite_markingCrossColor, rotation, pointer_as_textAttachStyle, drawCoordsAsText, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Point</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointLocalArray_transformAsParent_func</Title>
<Shortcut>drawPointLocalArray_transformAsParent_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointLocalArray in the Unity Editor. (local space is defined by transform as parent)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointLocalArray$name$()
{
Vector3[] localPoints = $end$;
Transform parentTransform = ;
Color color = default(Color);
float sizeOfMarkingCross_global = 1.0f;
float markingCrossLinesWidth = 0.0f;
bool drawCoordsAsText = true;
bool additionallyDrawGlobalCoords = false;
bool drawLocalOrigin = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointLocalArray(localPoints, parentTransform, color, sizeOfMarkingCross_global, markingCrossLinesWidth, drawCoordsAsText, additionallyDrawGlobalCoords, drawLocalOrigin, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointLocalArray</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointLocalList_transformAsParent_func</Title>
<Shortcut>drawPointLocalList_transformAsParent_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointLocalList in the Unity Editor. (local space is defined by transform as parent)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointLocalList$name$()
{
List<Vector3> localPoints = $end$;
Transform parentTransform = ;
Color color = default(Color);
float sizeOfMarkingCross_global = 1.0f;
float markingCrossLinesWidth = 0.0f;
bool drawCoordsAsText = true;
bool additionallyDrawGlobalCoords = false;
bool drawLocalOrigin = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointLocalList(localPoints, parentTransform, color, sizeOfMarkingCross_global, markingCrossLinesWidth, drawCoordsAsText, additionallyDrawGlobalCoords, drawLocalOrigin, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointLocalList</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointLocalArray_vecAsParent_func</Title>
<Shortcut>drawPointLocalArray_vecAsParent_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointLocalArray in the Unity Editor. (local space is defined by vectors as parent)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointLocalArray$name$()
{
Vector3[] localPoints = $end$;
Vector3 parentPositionGlobal = ;
Quaternion parentRotationGlobal = ;
Vector3 parentScaleGlobal = ;
Color color = default(Color);
float sizeOfMarkingCross_global = 1.0f;
float markingCrossLinesWidth = 0.0f;
bool drawCoordsAsText = true;
bool additionallyDrawGlobalCoords = false;
bool drawLocalOrigin = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointLocalArray(localPoints, parentPositionGlobal, parentRotationGlobal, parentScaleGlobal, color, sizeOfMarkingCross_global, markingCrossLinesWidth, drawCoordsAsText, additionallyDrawGlobalCoords, drawLocalOrigin, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointLocalArray</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointLocalList_vecAsParent_func</Title>
<Shortcut>drawPointLocalList_vecAsParent_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointLocalList in the Unity Editor. (local space is defined by vectors as parent)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointLocalList$name$()
{
List<Vector3> localPoints = $end$;
Vector3 parentPositionGlobal = ;
Quaternion parentRotationGlobal = ;
Vector3 parentScaleGlobal = ;
Color color = default(Color);
float sizeOfMarkingCross_global = 1.0f;
float markingCrossLinesWidth = 0.0f;
bool drawCoordsAsText = true;
bool additionallyDrawGlobalCoords = false;
bool drawLocalOrigin = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointLocalList(localPoints, parentPositionGlobal, parentRotationGlobal, parentScaleGlobal, color, sizeOfMarkingCross_global, markingCrossLinesWidth, drawCoordsAsText, additionallyDrawGlobalCoords, drawLocalOrigin, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointLocalList</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointLocal_transformAsParent_func</Title>
<Shortcut>drawPointLocal_transformAsParent_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointLocal in the Unity Editor. (local space is defined by transform as parent) (pointMarking has raised priority)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointLocal$name$()
{
Vector3 localPosition = $end$;
Transform parentTransform = ;
Color markingCrossColor = ;
float sizeOfMarkingCross_global = 1.0f;
Quaternion localRotation = default(Quaternion);
float markingCrossLinesWidth = 0.0f;
string text = null;
Color textColor = default(Color);
bool pointer_as_textAttachStyle = false;
bool drawCoordsAsText = true;
bool additionallyDrawGlobalCoords = false;
bool drawLocalOrigin = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointLocal(localPosition, parentTransform, markingCrossColor, sizeOfMarkingCross_global, localRotation, markingCrossLinesWidth, text, textColor, pointer_as_textAttachStyle, drawCoordsAsText, additionallyDrawGlobalCoords, drawLocalOrigin, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointLocal</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointLocal_transformAsParent_prioText_func</Title>
<Shortcut>drawPointLocal_transformAsParent_prioText_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointLocal in the Unity Editor. (local space is defined by transform as parent) (text parameter has raised priority)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointLocal$name$()
{
Vector3 localPosition = $end$;
Transform parentTransform = ;
string text = null;
Color textColor = default(Color);
float sizeOfMarkingCross_global = 1.0f;
float markingCrossLinesWidth = 0.0f;
Color overwrite_markingCrossColor = default(Color);
Quaternion localRotation = default(Quaternion);
bool pointer_as_textAttachStyle = true;
bool drawCoordsAsText = true;
bool additionallyDrawGlobalCoords = true;
bool drawLocalOrigin = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointLocal(localPosition, parentTransform, text, textColor, sizeOfMarkingCross_global, markingCrossLinesWidth, overwrite_markingCrossColor, localRotation, pointer_as_textAttachStyle, drawCoordsAsText, additionallyDrawGlobalCoords, drawLocalOrigin, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointLocal</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointLocal_vecAsParent_func</Title>
<Shortcut>drawPointLocal_vecAsParent_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointLocal in the Unity Editor. (local space is defined by vectors as parent) (pointMarking has raised priority)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointLocal$name$()
{
Vector3 localPosition = $end$;
Vector3 parentPositionGlobal = ;
Quaternion parentRotationGlobal = ;
Vector3 parentScaleGlobal = ;
Color markingCrossColor = ;
float sizeOfMarkingCross_global = 1.0f;
Quaternion localRotation = default(Quaternion);
float markingCrossLinesWidth = 0.0f;
string text = null;
Color textColor = default(Color);
bool pointer_as_textAttachStyle = false;
bool drawCoordsAsText = true;
bool additionallyDrawGlobalCoords = false;
bool drawLocalOrigin = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointLocal(localPosition, parentPositionGlobal, parentRotationGlobal, parentScaleGlobal, markingCrossColor, sizeOfMarkingCross_global, localRotation, markingCrossLinesWidth, text, textColor, pointer_as_textAttachStyle, drawCoordsAsText, additionallyDrawGlobalCoords, drawLocalOrigin, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointLocal</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointLocal_vecAsParent_prioText_func</Title>
<Shortcut>drawPointLocal_vecAsParent_prioText_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointLocal in the Unity Editor. (local space is defined by vectors as parent) (text parameter has raised priority)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointLocal$name$()
{
Vector3 localPosition = $end$;
Vector3 parentPositionGlobal = ;
Quaternion parentRotationGlobal = ;
Vector3 parentScaleGlobal = ;
string text = null;
Color textColor = default(Color);
float sizeOfMarkingCross_global = 1.0f;
float markingCrossLinesWidth = 0.0f;
Color overwrite_markingCrossColor = default(Color);
Quaternion localRotation = default(Quaternion);
bool pointer_as_textAttachStyle = true;
bool drawCoordsAsText = true;
bool additionallyDrawGlobalCoords = true;
bool drawLocalOrigin = true;
bool hideZDir = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointLocal(localPosition, parentPositionGlobal, parentRotationGlobal, parentScaleGlobal, text, textColor, sizeOfMarkingCross_global, markingCrossLinesWidth, overwrite_markingCrossColor, localRotation, pointer_as_textAttachStyle, drawCoordsAsText, additionallyDrawGlobalCoords, drawLocalOrigin, hideZDir, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointLocal</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawPointTag_func</Title>
<Shortcut>drawPointTag_func</Shortcut>
<Description>Encapsulated in a function: Draw a PointTag in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawPointTag$name$()
{
Vector3 position = $end$;
string text = null;
Color color = default(Color);
float linesWidth = 0.0f;
float size_asTextOffsetDistance = 1.0f;
Vector3 textOffsetDirection = default(Vector3);
float textSizeScaleFactor = 1.0f;
bool skipConeDrawing = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.PointTag(position, text, color, linesWidth, size_asTextOffsetDistance, textOffsetDirection, textSizeScaleFactor, skipConeDrawing, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn PointTag</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawVector_func</Title>
<Shortcut>drawVector_func</Shortcut>
<Description>Encapsulated in a function: Draw a Vector in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawVector$name$()
{
Vector3 vectorStartPos = $end$;
Vector3 vectorEndPos = ;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float coneLength = 0.17f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool pointerAtBothSides = false;
bool flattenThickRoundLineIntoAmplitudePlane = false;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool addNormalizedMarkingText = false;
float enlargeSmallTextToThisMinTextSize = 0.0f;
bool writeComponentValuesAsText = false;
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'
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.Vector(vectorStartPos, vectorEndPos, color, lineWidth, text, coneLength, pointerAtBothSides, flattenThickRoundLineIntoAmplitudePlane, customAmplitudeAndTextDir, addNormalizedMarkingText, enlargeSmallTextToThisMinTextSize, writeComponentValuesAsText, endPlates_size, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Vector</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawVectorFrom_func</Title>
<Shortcut>drawVectorFrom_func</Shortcut>
<Description>Encapsulated in a function: Draw a VectorFrom in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawVectorFrom$name$()
{
Vector3 vectorStartPos = $end$;
Vector3 vector = ;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float coneLength = 0.17f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool pointerAtBothSides = false;
bool flattenThickRoundLineIntoAmplitudePlane = false;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool addNormalizedMarkingText = false;
float enlargeSmallTextToThisMinTextSize = 0.0f;
bool writeComponentValuesAsText = false;
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'
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.VectorFrom(vectorStartPos, vector, color, lineWidth, text, coneLength, pointerAtBothSides, flattenThickRoundLineIntoAmplitudePlane, customAmplitudeAndTextDir, addNormalizedMarkingText, enlargeSmallTextToThisMinTextSize, writeComponentValuesAsText, endPlates_size, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn VectorFrom</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawVectorTo_func</Title>
<Shortcut>drawVectorTo_func</Shortcut>
<Description>Encapsulated in a function: Draw a VectorTo in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawVectorTo$name$()
{
Vector3 vector = $end$;
Vector3 vectorEndPos = ;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float coneLength = 0.17f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool pointerAtBothSides = false;
bool flattenThickRoundLineIntoAmplitudePlane = false;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool addNormalizedMarkingText = false;
float enlargeSmallTextToThisMinTextSize = 0.0f;
bool writeComponentValuesAsText = false;
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'
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.VectorTo(vector, vectorEndPos, color, lineWidth, text, coneLength, pointerAtBothSides, flattenThickRoundLineIntoAmplitudePlane, customAmplitudeAndTextDir, addNormalizedMarkingText, enlargeSmallTextToThisMinTextSize, writeComponentValuesAsText, endPlates_size, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn VectorTo</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawVectorCircled_vecToVec_func</Title>
<Shortcut>drawVectorCircled_vecToVec_func</Shortcut>
<Description>Encapsulated in a function: Draw a VectorCircled in the Unity Editor. (via toStartVector and toEndVector)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawVectorCircled$name$()
{
Vector3 circleCenter = $end$;
Vector3 circleCenter_to_start = ;
Vector3 circleCenter_to_end = ;
Color color = default(Color);
float forceRadius = 0.0f;
float lineWidth = 0.0f;
string text = null;
bool useReflexAngleOver180deg = false;
float coneLength = 0.17f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool pointerAtBothSides = false;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.VectorCircled(circleCenter, circleCenter_to_start, circleCenter_to_end, color, forceRadius, lineWidth, text, useReflexAngleOver180deg, coneLength, pointerAtBothSides, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn VectorCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawVectorCircled_fromQuatUp_func</Title>
<Shortcut>drawVectorCircled_fromQuatUp_func</Shortcut>
<Description>Encapsulated in a function: Draw a VectorCircled in the Unity Editor. (quaternion-forward defines turnAxis, vector starts at quaternion-up)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawVectorCircled$name$()
{
Vector3 circleCenterPos = $end$;
Quaternion orientation = ;
float turnAngleDegCC_startingFromUp = ;
float radius = ;
Color color = ;
float lineWidth = 0.0f;
string text = null;
float coneLength = 0.17f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool pointerAtBothSides = false;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.VectorCircled(circleCenterPos, orientation, turnAngleDegCC_startingFromUp, radius, color, lineWidth, text, coneLength, pointerAtBothSides, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn VectorCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawVectorCircled_relToQuatUp_func</Title>
<Shortcut>drawVectorCircled_relToQuatUp_func</Shortcut>
<Description>Encapsulated in a function: Draw a VectorCircled in the Unity Editor. (quaternion-forward defines turnAxis, start and end angles measured relative to quaternion-up)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawVectorCircled$name$()
{
Vector3 circleCenterPos = $end$;
Quaternion orientation = ;
float startAngleDegCC_relativeToUp = ;
float endAngleDegCC_relativeToUp = ;
float radius = 1.0f;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float coneLength = 0.17f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool pointerAtBothSides = false;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.VectorCircled(circleCenterPos, orientation, startAngleDegCC_relativeToUp, endAngleDegCC_relativeToUp, radius, color, lineWidth, text, coneLength, pointerAtBothSides, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn VectorCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawVectorCircled_aroundRayAxis_func</Title>
<Shortcut>drawVectorCircled_aroundRayAxis_func</Shortcut>
<Description>Encapsulated in a function: Draw a VectorCircled in the Unity Editor. (via Ray as turnAxis)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawVectorCircled$name$()
{
Vector3 startPos = $end$;
Ray turnAxis = ;
float turnAngleDegCC = ;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float coneLength = 0.17f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool pointerAtBothSides = false;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.VectorCircled(startPos, turnAxis, turnAngleDegCC, color, lineWidth, text, coneLength, pointerAtBothSides, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn VectorCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawVectorCircled_aroundVecAxis_func</Title>
<Shortcut>drawVectorCircled_aroundVecAxis_func</Shortcut>
<Description>Encapsulated in a function: Draw a VectorCircled in the Unity Editor. (via Vector as turnAxis)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawVectorCircled$name$()
{
Vector3 startPos = $end$;
Vector3 turnAxis_origin = ;
Vector3 turnAxis_direction = ;
float turnAngleDegCC = ;
Color color = default(Color);
float lineWidth = 0.0f;
string text = null;
float coneLength = 0.17f; //Specify the interpretation of this cone length as 'relative to vector length' or as 'absolute length' via the global setting 'DrawBasics.coneLength_interpretation'
bool pointerAtBothSides = false;
bool skipFallbackDisplayOfZeroAngles = false;
bool flattenThickRoundLineIntoCirclePlane = true;
float minAngleDeg_withoutTextLineBreak = 45.0f;
DrawText.TextAnchorCircledDXXL textAnchor = DrawText.TextAnchorCircledDXXL.LowerLeftOfFirstLine;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.VectorCircled(startPos, turnAxis_origin, turnAxis_direction, turnAngleDegCC, color, lineWidth, text, coneLength, pointerAtBothSides, skipFallbackDisplayOfZeroAngles, flattenThickRoundLineIntoCirclePlane, minAngleDeg_withoutTextLineBreak, textAnchor, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn VectorCircled</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawIcon_rotViaVec_func</Title>
<Shortcut>drawIcon_rotViaVec_func</Shortcut>
<Description>Encapsulated in a function: Draw an Icon in the Unity Editor. (the rotation is defined via vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawIcon$name$()
{
Vector3 position = $end$;
DrawBasics.IconType icon = DrawBasics.IconType. ;
Color color = ;
float size = ;
string text = ;
Vector3 normal = ;
Vector3 up_insideIconPlane = default(Vector3);
int strokeWidth_asPPMofSize = 0;
bool mirrorHorizontally = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.Icon(position, icon, color, size, text, normal, up_insideIconPlane, strokeWidth_asPPMofSize, mirrorHorizontally, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Icon</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawIcon_rotViaQuat_func</Title>
<Shortcut>drawIcon_rotViaQuat_func</Shortcut>
<Description>Encapsulated in a function: Draw an Icon in the Unity Editor. (the rotation is defined via quaternion)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawIcon$name$()
{
Vector3 position = $end$;
DrawBasics.IconType icon = DrawBasics.IconType. ;
Color color = default(Color);
float size = 1.0f;
string text = null;
Quaternion rotation = default(Quaternion);
int strokeWidth_asPPMofSize = 0;
bool mirrorHorizontally = false;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.Icon(position, icon, color, size, text, rotation, strokeWidth_asPPMofSize, mirrorHorizontally, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Icon</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawDot_func</Title>
<Shortcut>drawDot_func</Shortcut>
<Description>Encapsulated in a function: Draw a Dot in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawDot$name$()
{
Vector3 position = $end$;
float radius = 0.5f;
Vector3 normal = default(Vector3);
Color color = default(Color);
string text = null;
float density = 1.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.Dot(position, radius, normal, color, text, density, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn Dot</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawMovingArrowsRay_func</Title>
<Shortcut>drawMovingArrowsRay_func</Shortcut>
<Description>Encapsulated in a function: Draw a MovingArrowsRay in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawMovingArrowsRay$name$()
{
Vector3 start = $end$;
Vector3 direction = ;
Color color = default(Color);
float lineWidth = 0.05f;
float distanceBetweenArrows = 0.5f;
float lengthOfArrows = 0.15f;
string text = null;
float animationSpeed = 0.5f;
bool backwardAnimationFlipsArrowDirection = true;
bool flattenThickRoundLineIntoAmplitudePlane = true;
Vector3 customAmplitudeAndTextDir = default(Vector3);
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'
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.MovingArrowsRay(start, direction, color, lineWidth, distanceBetweenArrows, lengthOfArrows, text, animationSpeed, backwardAnimationFlipsArrowDirection, flattenThickRoundLineIntoAmplitudePlane, customAmplitudeAndTextDir, endPlates_size, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn MovingArrowsRay</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawMovingArrowsLine_func</Title>
<Shortcut>drawMovingArrowsLine_func</Shortcut>
<Description>Encapsulated in a function: Draw a MovingArrowsLine in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawMovingArrowsLine$name$()
{
Vector3 start = $end$;
Vector3 end = ;
Color color = default(Color);
float lineWidth = 0.05f;
float distanceBetweenArrows = 0.5f;
float lengthOfArrows = 0.15f;
string text = null;
float animationSpeed = 0.5f;
bool backwardAnimationFlipsArrowDirection = true;
bool flattenThickRoundLineIntoAmplitudePlane = true;
Vector3 customAmplitudeAndTextDir = default(Vector3);
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'
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.MovingArrowsLine(start, end, color, lineWidth, distanceBetweenArrows, lengthOfArrows, text, animationSpeed, backwardAnimationFlipsArrowDirection, flattenThickRoundLineIntoAmplitudePlane, customAmplitudeAndTextDir, endPlates_size, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn MovingArrowsLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRayWithAlternatingColors_func</Title>
<Shortcut>drawRayWithAlternatingColors_func</Shortcut>
<Description>Encapsulated in a function: Draw a RayWithAlternatingColors in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawRayWithAlternatingColors$name$()
{
Vector3 start = $end$;
Vector3 direction = ;
Color color1 = default(Color);
Color color2 = default(Color);
float width = 0.0f;
float lengthOfStripes = 0.04f;
string text = null;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.RayWithAlternatingColors(start, direction, color1, color2, width, lengthOfStripes, text, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RayWithAlternatingColors</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineWithAlternatingColors_func</Title>
<Shortcut>drawLineWithAlternatingColors_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineWithAlternatingColors in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineWithAlternatingColors$name$()
{
Vector3 start = $end$;
Vector3 end = ;
Color color1 = default(Color);
Color color2 = default(Color);
float width = 0.0f;
float lengthOfStripes = 0.04f;
string text = null;
float animationSpeed = 0.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.LineWithAlternatingColors(start, end, color1, color2, width, lengthOfStripes, text, animationSpeed, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineWithAlternatingColors</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBlinkingRay_func</Title>
<Shortcut>drawBlinkingRay_func</Shortcut>
<Description>Encapsulated in a function: Draw a BlinkingRay in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBlinkingRay$name$()
{
Vector3 start = $end$;
Vector3 direction = ;
Color primaryColor = default(Color);
float blinkDurationInSec = 0.5f;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
Color blinkColor = default(Color);
float stylePatternScaleFactor = 1.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.BlinkingRay(start, direction, primaryColor, blinkDurationInSec, width, text, style, blinkColor, stylePatternScaleFactor, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BlinkingRay</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBlinkingLine_func</Title>
<Shortcut>drawBlinkingLine_func</Shortcut>
<Description>Encapsulated in a function: Draw a BlinkingLine in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBlinkingLine$name$()
{
Vector3 start = $end$;
Vector3 end = ;
Color primaryColor = default(Color);
float blinkDurationInSec = 0.5f;
float width = 0.0f;
string text = null;
DrawBasics.LineStyle style = DrawBasics.LineStyle.solid;
Color blinkColor = default(Color);
float stylePatternScaleFactor = 1.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float alphaFadeOutLength_0to1 = 0.0f;
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.BlinkingLine(start, end, primaryColor, blinkDurationInSec, width, text, style, blinkColor, stylePatternScaleFactor, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, alphaFadeOutLength_0to1, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BlinkingLine</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawRayUnderTension_func</Title>
<Shortcut>drawRayUnderTension_func</Shortcut>
<Description>Encapsulated in a function: Draw a RayUnderTension in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawRayUnderTension$name$()
{
Vector3 start = $end$;
Vector3 direction = ;
float relaxedLength = 1.0f;
Color relaxedColor = default(Color);
DrawBasics.LineStyle style = DrawBasics.LineStyle.spiral;
float stretchFactor_forStretchedTensionColor = 2.0f;
Color color_forStretchedTension = default(Color);
float stretchFactor_forSqueezedTensionColor = 0.0f;
Color color_forSqueezedTension = default(Color);
float width = 0.0f;
string text = null;
float alphaOfReferenceLengthDisplay = 0.15f;
float stylePatternScaleFactor = 1.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.RayUnderTension(start, direction, relaxedLength, relaxedColor, style, stretchFactor_forStretchedTensionColor, color_forStretchedTension, stretchFactor_forSqueezedTensionColor, color_forSqueezedTension, width, text, alphaOfReferenceLengthDisplay, stylePatternScaleFactor, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn RayUnderTension</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawLineUnderTension_func</Title>
<Shortcut>drawLineUnderTension_func</Shortcut>
<Description>Encapsulated in a function: Draw a LineUnderTension in the Unity Editor. </Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawLineUnderTension$name$()
{
Vector3 start = $end$;
Vector3 end = ;
float relaxedLength = 1.0f;
Color relaxedColor = default(Color);
DrawBasics.LineStyle style = DrawBasics.LineStyle.spiral;
float stretchFactor_forStretchedTensionColor = 2.0f;
Color color_forStretchedTension = default(Color);
float stretchFactor_forSqueezedTensionColor = 0.0f;
Color color_forSqueezedTension = default(Color);
float width = 0.0f;
string text = null;
float alphaOfReferenceLengthDisplay = 0.15f;
float stylePatternScaleFactor = 1.0f;
Vector3 customAmplitudeAndTextDir = default(Vector3);
bool flattenThickRoundLineIntoAmplitudePlane = false;
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'
float enlargeSmallTextToThisMinTextSize = 0.0f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
bool skipPatternEnlargementForLongLines = false;
bool skipPatternEnlargementForShortLines = false;
DrawBasics.LineUnderTension(start, end, relaxedLength, relaxedColor, style, stretchFactor_forStretchedTensionColor, color_forStretchedTension, stretchFactor_forSqueezedTensionColor, color_forSqueezedTension, width, text, alphaOfReferenceLengthDisplay, stylePatternScaleFactor, customAmplitudeAndTextDir, flattenThickRoundLineIntoAmplitudePlane, endPlates_size, enlargeSmallTextToThisMinTextSize, durationInSec, hiddenByNearerObjects, skipPatternEnlargementForLongLines, skipPatternEnlargementForShortLines);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn LineUnderTension</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentQuadratic_go_go_func</Title>
<Shortcut>drawBezierSegmentQuadratic_go_go_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentQuadratic in the Unity Editor. (defined by 2 gameobjects)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentQuadratic$name$()
{
GameObject startPositionAndDirection = $end$;
GameObject endPosition = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentQuadratic(startPositionAndDirection, endPosition, color, text, width, straightSubDivisions, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentQuadratic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentQuadratic_tr_tr_func</Title>
<Shortcut>drawBezierSegmentQuadratic_tr_tr_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentQuadratic in the Unity Editor. (defined by 2 transforms)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentQuadratic$name$()
{
Transform startPositionAndDirection = $end$;
Transform endPosition = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentQuadratic(startPositionAndDirection, endPosition, color, text, width, straightSubDivisions, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentQuadratic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentQuadratic_go_go_go_func</Title>
<Shortcut>drawBezierSegmentQuadratic_go_go_go_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentQuadratic in the Unity Editor. (defined by 3 gameobjects)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentQuadratic$name$()
{
GameObject startPosition = $end$;
GameObject endPosition = ;
GameObject controlPosInBetween = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentQuadratic(startPosition, endPosition, controlPosInBetween, color, text, width, straightSubDivisions, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentQuadratic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentQuadratic_tr_tr_tr_func</Title>
<Shortcut>drawBezierSegmentQuadratic_tr_tr_tr_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentQuadratic in the Unity Editor. (defined by 3 transforms)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentQuadratic$name$()
{
Transform startPosition = $end$;
Transform endPosition = ;
Transform controlPosInBetween = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentQuadratic(startPosition, endPosition, controlPosInBetween, color, text, width, straightSubDivisions, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentQuadratic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentQuadratic_vec_func</Title>
<Shortcut>drawBezierSegmentQuadratic_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentQuadratic in the Unity Editor. (defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentQuadratic$name$()
{
Vector3 startPosition = $end$;
Vector3 endPosition = ;
Vector3 controlPosInBetween = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentQuadratic(startPosition, endPosition, controlPosInBetween, color, text, width, straightSubDivisions, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentQuadratic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentCubic_go_go_func</Title>
<Shortcut>drawBezierSegmentCubic_go_go_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentCubic in the Unity Editor. (defined by 2 gameobjects)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentCubic$name$()
{
GameObject startPositionAndDirection = $end$;
GameObject endPositionAndDirection = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
bool closeGapFromEndToStart = false;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentCubic(startPositionAndDirection, endPositionAndDirection, color, text, width, straightSubDivisions, closeGapFromEndToStart, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentCubic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentCubic_tr_tr_func</Title>
<Shortcut>drawBezierSegmentCubic_tr_tr_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentCubic in the Unity Editor. (defined by 2 transforms)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentCubic$name$()
{
Transform startPositionAndDirection = $end$;
Transform endPositionAndDirection = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
bool closeGapFromEndToStart = false;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentCubic(startPositionAndDirection, endPositionAndDirection, color, text, width, straightSubDivisions, closeGapFromEndToStart, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentCubic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentCubic_go_go_go_func</Title>
<Shortcut>drawBezierSegmentCubic_go_go_go_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentCubic in the Unity Editor. (defined by 3 gameobjects)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentCubic$name$()
{
GameObject startPosition = $end$;
GameObject endPosition = ;
GameObject controlPosOfStartDirection = ;
GameObject controlPosOfEndDirection = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
bool closeGapFromEndToStart = false;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentCubic(startPosition, endPosition, controlPosOfStartDirection, controlPosOfEndDirection, color, text, width, straightSubDivisions, closeGapFromEndToStart, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentCubic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentCubic_tr_tr_tr_func</Title>
<Shortcut>drawBezierSegmentCubic_tr_tr_tr_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentCubic in the Unity Editor. (defined by 3 transforms)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentCubic$name$()
{
Transform startPosition = $end$;
Transform endPosition = ;
Transform controlPosOfStartDirection = ;
Transform controlPosOfEndDirection = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
bool closeGapFromEndToStart = false;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentCubic(startPosition, endPosition, controlPosOfStartDirection, controlPosOfEndDirection, color, text, width, straightSubDivisions, closeGapFromEndToStart, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentCubic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSegmentCubic_vec_func</Title>
<Shortcut>drawBezierSegmentCubic_vec_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSegmentCubic in the Unity Editor. (defined by vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSegmentCubic$name$()
{
Vector3 startPosition = $end$;
Vector3 endPosition = ;
Vector3 controlPosOfStartDirection = ;
Vector3 controlPosOfEndDirection = ;
Color color = default(Color);
string text = null;
float width = 0.0f;
int straightSubDivisions = 50;
bool closeGapFromEndToStart = false;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSegmentCubic(startPosition, endPosition, controlPosOfStartDirection, controlPosOfEndDirection, color, text, width, straightSubDivisions, closeGapFromEndToStart, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSegmentCubic</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSpline_goArray_func</Title>
<Shortcut>drawBezierSpline_goArray_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSpline in the Unity Editor. (control points from array of gameobjects)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSpline$name$()
{
GameObject[] points = $end$;
Color color = default(Color);
DrawBasics.BezierPosInterpretation interpretationOfArray = DrawBasics.BezierPosInterpretation.onlySegmentStartPoints_backwardForwardIsAligned;
string text = null;
float width = 0.0f;
bool closeGapFromEndToStart = false;
int straightSubDivisionsPerSegment = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSpline(points, color, interpretationOfArray, text, width, closeGapFromEndToStart, straightSubDivisionsPerSegment, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSpline</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSpline_goList_func</Title>
<Shortcut>drawBezierSpline_goList_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSpline in the Unity Editor. (control points from list of gameobjects)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSpline$name$()
{
List<GameObject> points = $end$;
Color color = default(Color);
DrawBasics.BezierPosInterpretation interpretationOfList = DrawBasics.BezierPosInterpretation.onlySegmentStartPoints_backwardForwardIsAligned;
string text = null;
float width = 0.0f;
bool closeGapFromEndToStart = false;
int straightSubDivisionsPerSegment = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSpline(points, color, interpretationOfList, text, width, closeGapFromEndToStart, straightSubDivisionsPerSegment, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSpline</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSpline_trArray_func</Title>
<Shortcut>drawBezierSpline_trArray_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSpline in the Unity Editor. (control points from array of transforms)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSpline$name$()
{
Transform[] points = $end$;
Color color = default(Color);
DrawBasics.BezierPosInterpretation interpretationOfArray = DrawBasics.BezierPosInterpretation.onlySegmentStartPoints_backwardForwardIsAligned;
string text = null;
float width = 0.0f;
bool closeGapFromEndToStart = false;
int straightSubDivisionsPerSegment = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSpline(points, color, interpretationOfArray, text, width, closeGapFromEndToStart, straightSubDivisionsPerSegment, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSpline</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSpline_trList_func</Title>
<Shortcut>drawBezierSpline_trList_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSpline in the Unity Editor. (control points from list of transforms)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSpline$name$()
{
List<Transform> points = $end$;
Color color = default(Color);
DrawBasics.BezierPosInterpretation interpretationOfList = DrawBasics.BezierPosInterpretation.onlySegmentStartPoints_backwardForwardIsAligned;
string text = null;
float width = 0.0f;
bool closeGapFromEndToStart = false;
int straightSubDivisionsPerSegment = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSpline(points, color, interpretationOfList, text, width, closeGapFromEndToStart, straightSubDivisionsPerSegment, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSpline</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSpline_vecArray_func</Title>
<Shortcut>drawBezierSpline_vecArray_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSpline in the Unity Editor. (control points from array of vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSpline$name$()
{
Vector3[] points = $end$;
Color color = default(Color);
DrawBasics.BezierPosInterpretation interpretationOfArray = DrawBasics.BezierPosInterpretation.start_control1_control2_endIsNextStart;
string text = null;
float width = 0.0f;
bool closeGapFromEndToStart = false;
int straightSubDivisionsPerSegment = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSpline(points, color, interpretationOfArray, text, width, closeGapFromEndToStart, straightSubDivisionsPerSegment, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSpline</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
<CodeSnippet Format="1.0.0">
<Header>
<Title>drawBezierSpline_vecList_func</Title>
<Shortcut>drawBezierSpline_vecList_func</Shortcut>
<Description>Encapsulated in a function: Draw a BezierSpline in the Unity Editor. (control points from list of vectors)</Description>
<Author>Draw XXL</Author>
</Header>
<Snippet>
<Code Language="csharp">
<![CDATA[
void DrawBezierSpline$name$()
{
List<Vector3> points = $end$;
Color color = default(Color);
DrawBasics.BezierPosInterpretation interpretationOfList = DrawBasics.BezierPosInterpretation.start_control1_control2_endIsNextStart;
string text = null;
float width = 0.0f;
bool closeGapFromEndToStart = false;
int straightSubDivisionsPerSegment = 50;
float textSize = 0.1f;
float durationInSec = 0.0f;
bool hiddenByNearerObjects = true;
DrawBasics.BezierSpline(points, color, interpretationOfList, text, width, closeGapFromEndToStart, straightSubDivisionsPerSegment, textSize, durationInSec, hiddenByNearerObjects);
}
]]>
</Code>
<Imports>
<Import>
<Namespace>DrawXXL</Namespace>
</Import>
</Imports>
<Declarations>
<Literal>
<ID>name</ID>
<ToolTip>Name of drawn BezierSpline</ToolTip>
<Default>WithThisName</Default>
</Literal>
</Declarations>
</Snippet>
</CodeSnippet>
</CodeSnippets>