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      • ABRFilterExample
      • ABRQueryExample
      • ABRSpaceConvertExample
      • BackgroundColor
      • DebugDraw
      • DisableABRLights
      • GenerateDataAndUseStyle
      • Grabbable
      • Grabber
      • HideShowMenu
      • LightEditor
      • LightEditorTile
      • PerformanceEnhancer
      • SVScreenshot
    • IVLab.ABREngine
      • ABRConfig
      • ABRConfig.Consts
      • ABRConfig.GroupToDataMatrixOverrideFields
      • ABRDataContainer
      • ABREngine
      • ABREngine.StateChangeDelegate
      • ABRInputAttribute
      • ABRInputGenre
      • ABRInputIndexerModule
      • ABRLight
      • ABRLightManager
      • ABRPlateType
      • ABRServer
      • ABRStateParser
      • AnglePrimitive
      • BooleanPrimitive
      • ColormapVisAsset
      • DataImpression
      • DataImpressionGroup
      • DataManager
      • DataPath
      • DataPath.DataPathType
      • DataPoint
      • DataRange<T>
      • DataTopology
      • Dataset
      • FilePathVisAssetFetcher
      • FloatPrimitive
      • GlyphGradient
      • GlyphVisAsset
      • GradientBlendMap
      • HttpDataLoader
      • HttpStateFileLoader
      • HttpVisAssetFetcher
      • IABRInput
      • IABRStateLoader
      • IColormapVisAsset
      • ICoordSpaceConverter
      • IDataAccessor
      • IDataImpressionRenderInfo
      • IDataLoader
      • IDataVariable<T>
      • IFloatPrimitive
      • IGlyphVisAsset
      • IHasDataset
      • IHasKeyData
      • IIntegerPrimitive
      • IKeyDataRenderInfo
      • ILineTextureVisAsset
      • IPrimitive
      • IPrimitiveGradient
      • ISurfaceTextureVisAsset
      • ITextureGradient
      • IVisAsset
      • IVisAssetFetcher
      • IVisAssetGradient<T>
      • IVolumeCoordSpaceConverter
      • IVolumeDataAccessor
      • InstancedMeshRenderer
      • InstancedSurfaceDataImpression
      • IntegerPrimitive
      • KeyData
      • LengthPrimitive
      • LineKeyData
      • LineTextureGradient
      • LineTextureVisAsset
      • MediaDataLoader
      • Notifier
      • PathStateFileLoader
      • PercentPrimitive
      • PointKeyData
      • PrimitiveGradient
      • RawABRInput
      • RawDataset
      • RawDataset.BinaryData
      • RawDataset.JsonHeader
      • RawDatasetAdapter
      • RawPrimitiveGradient
      • RawVisAssetGradient
      • RenderHints
      • ResourceStateFileLoader
      • ResourceVisAssetFetcher
      • ResourcesDataLoader
      • ScalarDataVariable
      • SerializableFloatArray
      • SerializableVectorArray
      • SimpleGlyphDataImpression
      • SimpleLineDataImpression
      • SimpleLineRenderInfo
      • SimpleSurfaceDataImpression
      • SimpleSurfaceRenderInfo
      • SimpleVolumeDataImpression
      • StateLocalVisAssetFetcher
      • SurfaceKeyData
      • SurfaceTextureGradient
      • SurfaceTextureVisAsset
      • TextStateFileLoader
      • TypeExtentions
      • UnityObjectSerializer
      • UpdateLevel
      • VectorDataVariable
      • VisAsset
      • VisAssetGradient
      • VisAssetLoader
      • VisAssetManager
      • VolumeKeyData
    • IVLab.ABREngine.Examples
      • CSVToPoints
      • CreateDataset
      • InteractiveState
      • MtStHelensData
      • MtStHelensVisDriver
    • IVLab.ABREngine.ExtensionMethods
      • DirectoryInfoExtensions
      • ScriptableObjectExtensions
    • IVLab.ABREngine.Legends
      • ABRLegend
      • ABRLegendEntry
      • ABRLegendEntry.Label
      • ABRLegendGeometry

    Class DebugDraw

    Additions to Unity's useful debugging utililies like Debug.DrawRay and Debug.DrawLine. These are particularly useful for AR/VR applications where the debug output needs to be seen in the Game View (not just scene view.)

    All parameters duration will default to a single frame when left at 0, otherwise duration is in seconds.

    Inheritance
    object
    DebugDraw
    Namespace: Global
    Assembly: Assembly-CSharp.dll
    Syntax
    public static class DebugDraw

    Methods

    Axes(Matrix4x4, float, float, float)

    Draw a set of axes corresponding to a Matrix4x4 basis. Uses standard RGB->XYZ coloring.

    Declaration
    public static void Axes(Matrix4x4 basis, float size = 0.1, float duration = 0, float thickness = 0.001)
    Parameters
    Type Name Description
    Matrix4x4 basis
    float size
    float duration
    float thickness

    Bounds(Bounds, Color, float, float)

    Draw a bounds outline mesh

    Declaration
    public static void Bounds(Bounds bounds, Color color, float duration = 0, float thickness = 0.001)
    Parameters
    Type Name Description
    Bounds bounds
    Color color
    float duration
    float thickness

    Bounds(Bounds, Color, Matrix4x4, float, float)

    Additions to Unity's useful debugging utililies like Debug.DrawRay and Debug.DrawLine. These are particularly useful for AR/VR applications where the debug output needs to be seen in the Game View (not just scene view.)

    All parameters duration will default to a single frame when left at 0, otherwise duration is in seconds.

    Declaration
    public static void Bounds(Bounds bounds, Color color, Matrix4x4 boundsTransform, float duration = 0, float thickness = 0.001)
    Parameters
    Type Name Description
    Bounds bounds
    Color color
    Matrix4x4 boundsTransform
    float duration
    float thickness

    Circle(Vector3, float, Vector3, Color, float)

    Draw a circular mesh

    Declaration
    public static void Circle(Vector3 center, float radius, Vector3 normal, Color color, float duration = 0)
    Parameters
    Type Name Description
    Vector3 center
    float radius
    Vector3 normal
    Color color
    float duration

    Line(Vector3, Vector3, Color, float, float)

    Draw a line as an in-game-rendered cylinder

    Declaration
    public static void Line(Vector3 start, Vector3 end, Color color, float duration = 0, float thickness = 0.001)
    Parameters
    Type Name Description
    Vector3 start
    Vector3 end
    Color color
    float duration
    float thickness

    Point(Vector3, float, Color, float)

    Additions to Unity's useful debugging utililies like Debug.DrawRay and Debug.DrawLine. These are particularly useful for AR/VR applications where the debug output needs to be seen in the Game View (not just scene view.)

    All parameters duration will default to a single frame when left at 0, otherwise duration is in seconds.

    Declaration
    public static void Point(Vector3 center, float radius, Color color, float duration = 0)
    Parameters
    Type Name Description
    Vector3 center
    float radius
    Color color
    float duration

    Ray(Vector3, Vector3, Color, float, float)

    Draw a ray as an in-game-rendered cylinder

    Declaration
    public static void Ray(Vector3 start, Vector3 direction, Color color, float duration = 0, float thickness = 0.001)
    Parameters
    Type Name Description
    Vector3 start
    Vector3 direction
    Color color
    float duration
    float thickness

    Sphere(Vector3, float, Color, float)

    Draw a sphere/point mesh

    Declaration
    public static void Sphere(Vector3 center, float radius, Color color, float duration = 0)
    Parameters
    Type Name Description
    Vector3 center
    float radius
    Color color
    float duration

    Text(Vector3, string, Color, float)

    Draw some text to the screen at a specified position

    Declaration
    public static void Text(Vector3 position, string text, Color color, float duration = 0)
    Parameters
    Type Name Description
    Vector3 position
    string text
    Color color
    float duration
    Remarks
    Note

    The Text(Vector3, string, Color, float) method only works in the Unity Editor and only displays in scene view.

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