| SubArray<System.Single> get_RelativeDistances() | Public+1 flags | | 0x10 |
| void set_RelativeDistances(const SubArray<System.Single>& value) | Public+1 flags | | 0x10 |
| SubArray<System.Single> get_SourceRelativeDistances() | Public+1 flags | | 0x10 |
| void set_SourceRelativeDistances(const SubArray<System.Single>& value) | Public+1 flags | | 0x10 |
| SubArray<UnityEngine.Vector3> get_Positions() | Public+1 flags | | 0x10 |
| void set_Positions(const SubArray<UnityEngine.Vector3>& value) | Public+1 flags | | 0x10 |
| SubArray<UnityEngine.Vector3> get_Normals() | Public+1 flags | | 0x10 |
| void set_Normals(const SubArray<UnityEngine.Vector3>& value) | Public+1 flags | | 0x10 |
| SubArray<System.Single> get_CustomValues() | Public+1 flags | | 0x10 |
| void set_CustomValues(const SubArray<System.Single>& value) | Public+1 flags | | 0x10 |
| List<FluffyUnderware.Curvy.Generator.DuplicateSamplePoint> get_DuplicatePoints() | Public+1 flags | | 0x08 |
| void set_DuplicatePoints(List<FluffyUnderware.Curvy.Generator.DuplicateSamplePoint> value) | Public+1 flags | | 0x08 |
| float[] get_F() | Public+1 flags | | 0x08 |
| void set_F(const float[]& value) | Public+1 flags | | 0x08 |
| float[] get_SourceF() | Public+1 flags | | 0x08 |
| void set_SourceF(const float[]& value) | Public+1 flags | | 0x08 |
| Vector3[] get_Position() | Public+1 flags | | 0x08 |
| void set_Position(const Vector3[]& value) | Public+1 flags | | 0x08 |
| Vector3[] get_Normal() | Public+1 flags | | 0x08 |
| void set_Normal(const Vector3[]& value) | Public+1 flags | | 0x08 |
| float[] get_Map() | Public+1 flags | | 0x08 |
| void set_Map(const float[]& value) | Public+1 flags | | 0x08 |
| int get_Count() | Public+2 flags | | 0x04 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .ctor(CGShape source) | Public+1 flags | | 0x08 |
| bool Dispose(bool disposing) | 2 flags | | 0x01 |
| uint8 Clone() | Public+1 flags | | 0x00 |
| void Copy(CGShape dest, CGShape source) | PublicStatic | | 0x08 |
| void Copy(CGShape source) | Public | | 0x08 |
| float DistanceToF(float distance) | Public | | 0x04 |
| float FToDistance(float f) | Public | | 0x04 |
| int GetFIndex(float f, ref float& frag) | Public | | 0x04 |
| Vector3 InterpolatePosition(float f) | Public | | 0x0C |
| Vector3 InterpolateUp(float f) | Public | | 0x0C |
| void Interpolate(float f, ref Vector3& position, ref Vector3& up) | Public | | 0x0C |
| void Move(ref float& f, ref int& direction, float speed, const CurvyClamping& clamping) | Public | | 0x04 |
| void MoveBy(ref float& f, ref int& direction, float speedDist, const CurvyClamping& clamping) | Public | | 0x04 |
| void Recalculate() | Public+2 flags | | 0x00 |
| void RecalculateNormals(List<System.Int32> softEdges) | Public | | 0x08 |
| void RecalculateNormals(CurvySpline spline) | Public | | 0x08 |
| void RecalculateNormals() | Public | | 0x00 |