Zdexby TheHolyOneZ
42,610 classes
Class

MeshBuilder

: Object
UnityEngine.UIElements.UIR.MeshBuilder, UnityEngine.UIElementsModule 0x0010 (16 B) inherited 0x0010 UnityEngine.UIElementsModule.dll
0x00x0010

Members 11

OffsetSizeNameTypeFlagsDefault
0x08s_VectorGraphics9SliceProfilerMarkerPrivateStatic—
0x08s_VectorGraphicsSplitTriangleProfilerMarkerPrivateStatic—
0x08s_VectorGraphicsScaleTriangleProfilerMarkerPrivateStatic—
0x08s_VectorGraphicsStretchProfilerMarkerPrivateStatic—
0x04s_MaxTextMeshVerticesintStatic+2 flags—
0x00240x04padding / unreflected
0x08slicedQuadIndicesushort[]PrivateStatic+1 flags—
0x08k_TexCoordSlicesXfloat[]PrivateStatic+1 flags—
0x08k_TexCoordSlicesYfloat[]PrivateStatic+1 flags—
0x08k_PositionSlicesXfloat[]PrivateStatic+1 flags—
0x08k_PositionSlicesYfloat[]PrivateStatic+1 flags—
0x08s_AllClipEdgesVertexClipEdge[]PrivateStatic—

Functions 24

SignatureFlagsNativeParams
void MakeBorder(const BorderParams& borderParams, float posZ, const AllocMeshData& meshAlloc)Static+1 flags0xB8
void MakeSolidRect(const RectangleParams& rectParams, float posZ, const AllocMeshData& meshAlloc)Static+1 flags0xC8
void MakeTexturedRect(const RectangleParams& rectParams, float posZ, const AllocMeshData& meshAlloc, const ColorPage& colorPage)Static+1 flags0xC8
Vertex ConvertTextVertexToUIRVertex(const MeshInfo& info, int index, const Vector2& offset, const VertexFlags& flags, bool isDynamicColor)PrivateStatic0x3C
Vertex ConvertTextVertexToUIRVertex(const TextVertex& textVertex, const Vector2& offset)PrivateStatic0x3C
int LimitTextVertices(int vertexCount, bool logTruncation)PrivateStatic0x04
void MakeText(const MeshInfo& meshInfo, const Vector2& offset, const AllocMeshData& meshAlloc, const VertexFlags& flags, bool isDynamicColor)Static+1 flags0x38
void MakeText(const NativeArray<UnityEngine.UIElements.TextVertex>& uiVertices, const Vector2& offset, const AllocMeshData& meshAlloc)Static+1 flags0x30
void UpdateText(const NativeArray<UnityEngine.UIElements.TextVertex>& uiVertices, const Vector2& offset, const Matrix4x4& transform, const Color32& xformClipPages, const Color32& ids, const Color32& flags, const Color32& opacityPageSettingIndex, const NativeSlice<UnityEngine.UIElements.Vertex>& vertices)Static+1 flags0x40
void MakeQuad(const Rect& rcPosition, const Rect& rcTexCoord, const Color& color, float posZ, const AllocMeshData& meshAlloc, const ColorPage& colorPage)PrivateStatic0x30
void MakeSlicedQuad(const RectangleParams&& rectParams, float posZ, const AllocMeshData& meshAlloc)Static+1 flags0xC8
void MakeVectorGraphics(const RectangleParams& rectParams, int settingIndexOffset, const AllocMeshData& meshAlloc, int finalVertexCount, int finalIndexCount)Static+1 flags0xC8
void MakeVectorGraphicsStretchBackground(const Vertex[]& svgVertices, const ushort[]& svgIndices, float svgWidth, float svgHeight, const Rect& targetRect, const Rect& sourceUV, const ScaleMode& scaleMode, const Color& tint, int settingIndexOffset, const AllocMeshData& meshAlloc, int finalVertexCount, int finalIndexCount)Static+1 flags0x30
void SplitTriangle(const Vertex*& vertices, const UInt16*& indices, int vertexCount, int indexToProcess, int indexCount, float svgWidth, float svgHeight, const Vector4& sliceLTRB, int sliceIndex)PrivateStatic0x10
void ScaleSplittedTriangles(const Vertex*& vertices, int vertexCount, float svgWidth, float svgHeight, const Rect& targetRect, const Vector4& sliceLTRB)PrivateStatic0x10
void MakeVectorGraphics9SliceBackground(const Vertex[]& svgVertices, const ushort[]& svgIndices, float svgWidth, float svgHeight, const Rect& targetRect, const Vector4& sliceLTRB, bool stretch, const Color& tint, int settingIndexOffset, const AllocMeshData& meshAlloc)Static+1 flags0x30
ClipCounts UpperBoundApproximateRectClippingResults(const Vertex[]& vertices, const ushort[]& indices, const Vector4& clipRectMinMax)PrivateStatic0x18
void RectClip(const Vertex[]& vertices, const ushort[]& indices, const Vector4& clipRectMinMax, MeshWriteData mwd, const ClipCounts& cc, int newVertexCount)PrivateStatic0x18
void RectClipTriangle(const Vertex*& vt, const UInt16*& it, const Vector4& clipRectMinMax, MeshWriteData mwd, ushort nextNewVertex)PrivateStatic0x10
Vector3 GetVertexBaryCentricCoordinates(const Vertex*& vt, float x, float y)PrivateStatic0x0C
Vertex InterpolateVertexInTriangle(const Vertex*& vt, float x, float y, const Vector3& uvw)PrivateStatic0x3C
Vertex InterpolateVertexInTriangleEdge(const Vertex*& vt, int e0, int e1, float t)PrivateStatic0x3C
float IntersectSegments(float ax, float ay, float bx, float by, float cx, float cy, float dx, float dy)PrivateStatic0x04
void .cctor()PrivateStatic+1 flags0x00