Zdexby TheHolyOneZ
42,628 classes
Class

Math

: Object
UnityEngine.ProBuilder.Math, Unity.ProBuilder 0x0010 (16 B) inherited 0x0010 Unity.ProBuilder.dll
0x00x0010

Members 8

OffsetSizeNameTypeFlagsDefault
—0x04phifloatPublicStatic+1 flags3581732448
—0x04k_FltEpsilonfloatPrivateStatic+1 flags3581732448
—0x04k_FltCompareEpsilonfloatPrivateStatic+1 flags3581732448
—0x04handleEpsilonfloatStatic+2 flags3581732448
0x0Ctv1Vector3PrivateStatic—
0x0Ctv2Vector3PrivateStatic—
0x0Ctv3Vector3PrivateStatic—
0x0Ctv4Vector3PrivateStatic—

Functions 67

SignatureFlagsNativeParams
Vector2 PointInCircumference(float radius, float angleInDegrees, const Vector2& origin)Static+1 flags0x08
Vector2 PointInEllipseCircumference(float xRadius, float yRadius, float angleInDegrees, const Vector2& origin, ref Vector2& tangent)Static+1 flags0x08
Vector2 PointInEllipseCircumferenceWithConstantAngle(float xRadius, float yRadius, float angleInDegrees, const Vector2& origin, ref Vector2& tangent)Static+1 flags0x08
Vector3 PointInSphere(float radius, float latitudeAngle, float longitudeAngle)Static+1 flags0x0C
float SignedAngle(const Vector2& a, const Vector2& b)Static+1 flags0x08
float SqrDistance(const Vector3& a, const Vector3& b)PublicStatic0x0C
float TriangleArea(const Vector3& x, const Vector3& y, const Vector3& z)PublicStatic0x0C
float PolygonArea(const Vector3[]& vertices, const int[]& indexes)Static+1 flags0x08
Vector2 RotateAroundPoint(const Vector2& v, const Vector2& origin, float theta)Static+1 flags0x08
Vector2 ScaleAroundPoint(const Vector2& v, const Vector2& origin, const Vector2& scale)PublicStatic0x08
Vector2 Perpendicular(const Vector2& value)Static+1 flags0x08
Vector2 ReflectPoint(const Vector2& point, const Vector2& lineStart, const Vector2& lineEnd)PublicStatic0x08
float SqrDistanceRayPoint(const Ray& ray, const Vector3& point)Static+1 flags0x18
float DistancePointLineSegment(const Vector2& point, const Vector2& lineStart, const Vector2& lineEnd)PublicStatic0x08
float DistancePointLineSegment(const Vector3& point, const Vector3& lineStart, const Vector3& lineEnd)PublicStatic0x0C
Vector3 GetNearestPointRayRay(const Ray& a, const Ray& b)PublicStatic0x18
Vector3 GetNearestPointRayRay(const Vector3& ao, const Vector3& ad, const Vector3& bo, const Vector3& bd)Static+1 flags0x0C
bool GetLineSegmentIntersect(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& p3, ref Vector2& intersect)Static+1 flags0x08
bool GetLineSegmentIntersect(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& p3)Static+1 flags0x08
bool PointInPolygon(const Vector2[]& polygon, const Vector2& point, const int[]& indexes)Static+1 flags0x08
bool PointInPolygon(const Vector2[]& positions, Bounds2D polyBounds, const Edge[]& edges, const Vector2& point)Static+1 flags0x08
bool PointInPolygon(const Vector3[]& positions, Bounds2D polyBounds, const Edge[]& edges, const Vector2& point)Static+1 flags0x08
bool RectIntersectsLineSegment(const Rect& rect, const Vector2& a, const Vector2& b)Static+1 flags0x10
bool RectIntersectsLineSegment(const Rect& rect, const Vector3& a, const Vector3& b)Static+1 flags0x10
bool RayIntersectsTriangle(const Ray& InRay, const Vector3& InTriangleA, const Vector3& InTriangleB, const Vector3& InTriangleC, ref float& OutDistance, ref Vector3& OutPoint)PublicStatic0x18
bool RayIntersectsTriangle2(const Vector3& origin, const Vector3& dir, const Vector3& vert0, const Vector3& vert1, const Vector3& vert2, ref float& distance, ref Vector3& normal)Static+1 flags0x0C
float Secant(float x)PublicStatic0x04
Vector3 Normal(const Vector3& p0, const Vector3& p1, const Vector3& p2)PublicStatic0x0C
Vector3 Normal(IList<UnityEngine.ProBuilder.Vertex> vertices, IList<System.Int32> indexes)Static+1 flags0x0C
Vector3 Normal(ProBuilderMesh mesh, Face face)PublicStatic0x0C
Normal NormalTangentBitangent(ProBuilderMesh mesh, Face face)PublicStatic0x28
bool IsCardinalAxis(const Vector3& v, float epsilon)Static+1 flags0x0C
Vector2 DivideBy(const Vector2& v, const Vector2& o)Static+1 flags0x08
Vector3 DivideBy(const Vector3& v, const Vector3& o)Static+1 flags0x0C
uint8 Max(const T[]& array)Static+1 flags—0x08
uint8 Min(const T[]& array)Static+1 flags—0x08
float LargestValue(const Vector3& v)Static+1 flags0x0C
float LargestValue(const Vector2& v)Static+1 flags0x08
Vector2 SmallestVector2(const Vector2[]& v)Static+1 flags0x08
Vector2 SmallestVector2(const Vector2[]& v, IList<System.Int32> indexes)Static+1 flags0x08
Vector2 LargestVector2(const Vector2[]& v)Static+1 flags0x08
Vector2 LargestVector2(const Vector2[]& v, IList<System.Int32> indexes)Static+1 flags0x08
Bounds GetBounds(const Vector3[]& positions, IList<System.Int32> indices)Static+1 flags0x18
Vector2 Average(IList<UnityEngine.Vector2> array, IList<System.Int32> indexes)PublicStatic0x08
Vector3 Average(IList<UnityEngine.Vector3> array, IList<System.Int32> indexes)PublicStatic0x0C
Vector4 Average(IList<UnityEngine.Vector4> array, IList<System.Int32> indexes)PublicStatic0x10
Vector3 InvertScaleVector(const Vector3& scaleVector)Static+1 flags0x0C
bool Approx2(const Vector2& a, const Vector2& b, float delta)Static+1 flags0x08
bool Approx3(const Vector3& a, const Vector3& b, float delta)Static+1 flags0x0C
bool Approx4(const Vector4& a, const Vector4& b, float delta)Static+1 flags0x10
bool ApproxC(const Color& a, const Color& b, float delta)Static+1 flags0x10
bool Approx(float a, float b, float delta)Static+1 flags0x04
int Clamp(int value, int lowerBound, int upperBound)PublicStatic0x04
Vector3 Abs(const Vector3& v)Static+1 flags0x0C
Vector3 Sign(const Vector3& v)Static+1 flags0x0C
float Sum(const Vector3& v)Static+1 flags0x0C
void Cross(const Vector3& a, const Vector3& b, ref Vector3& res)Static+1 flags0x0C
void Subtract(const Vector3& a, const Vector3& b, ref Vector3& res)Static+1 flags0x0C
bool IsNumber(float value)Static+1 flags0x04
bool IsNumber(const Vector2& value)Static+1 flags0x08
bool IsNumber(const Vector3& value)Static+1 flags0x0C
bool IsNumber(const Vector4& value)Static+1 flags0x10
float MakeNonZero(float value, float min)Static+1 flags0x04
Vector4 FixNaN(const Vector4& value)Static+1 flags0x10
Vector2 EnsureUnitVector(const Vector2& value)Static+1 flags0x08
Vector3 EnsureUnitVector(const Vector3& value)Static+1 flags0x0C
Vector4 EnsureUnitVector(const Vector4& value)Static+1 flags0x10