| BezierPathSegment[] BuildEllipsePath(const Vector2& p0, const Vector2& p1, float rotation, float rx, float ry, bool largeArc, bool sweep) | Static+1 flags | | 0x08 |
| void ComputeEllipseParameters(const Vector2& p0, const Vector2& p1, float phi, float rx, float ry, bool fa, bool fs, ref Vector2& c, ref float& theta1, ref float& sweepTheta, ref float& adjustedRx, ref float& adjustedRy) | PrivateStatic | | 0x08 |
| void EnsureRadiiAreLargeEnough(const Vector2& p, ref float& rx, ref float& ry) | PrivateStatic | | 0x08 |
| BezierContour BuildRectangleContour(const Rect& rect, const Vector2& radiusTL, const Vector2& radiusTR, const Vector2& radiusBR, const Vector2& radiusBL) | PublicStatic | | 0x10 |
| void FlipYAxis(IList<UnityEngine.Vector2> vertices) | PrivateStatic | | 0x08 |
| void AdjustWinding(const Vector2[]& vertices, const ushort[]& indices, const WindingDir& dir) | Static+1 flags | | 0x08 |
| void FlipRangeIfNecessary(List<UnityEngine.Vector2> vertices, List<System.UInt16> indices, int indexStart, int indexEnd, bool flipYAxis) | PrivateStatic | | 0x08 |
| void RenderFromArrays(const Vector2[]& vertices, const ushort[]& indices, const Vector2[]& uvs, const Color[]& colors, const Vector2[]& settings, Texture2D texture, Material mat, bool clear) | Static+1 flags | | 0x08 |
| void RenderSprite(Sprite sprite, Material mat, bool clear) | PublicStatic | | 0x08 |
| Texture2D RenderSpriteToTexture2D(Sprite sprite, int width, int height, Material mat, int antiAliasing, bool expandEdges) | PublicStatic | | 0x08 |
| Vector2 GetPivot(const Alignment& alignment, const Vector2& customPivot, const Rect& bbox, bool flipYAxis) | Static+1 flags | | 0x10 |
| void TessellatePath(const BezierContour& contour, const PathProperties& pathProps, const TessellationOptions& tessellateOptions, ref Vector2[]& vertices, ref ushort[]& indices) | PublicStatic | | 0x18 |
| Vector2[] TraceShape(const BezierContour& contour, Stroke stroke, const TessellationOptions& tessellateOptions) | PrivateStatic | | 0x18 |
| bool TryGetMoreRemainingUnits(ref float& unitsRemaining, PathDistanceForwardIterator pathIt, float startingLength, float distance, float stepDistance) | PrivateStatic | | 0x08 |
| void HandleNewSegmentJoining(PathDistanceForwardIterator pathIt, PathPatternIterator patternIt, const JoiningInfo[]& joiningInfo, float halfThickness, const float[]& segmentLengths) | PrivateStatic | | 0x08 |
| void SkipRange(float distance, PathDistanceForwardIterator pathIt, PathPatternIterator patternIt, const PathProperties& pathProps, const JoiningInfo[]& joiningInfo, const float[]& segmentLengths) | PrivateStatic | | 0x18 |
| void TessellateRange(float distance, PathDistanceForwardIterator pathIt, PathPatternIterator patternIt, const PathProperties& pathProps, const TessellationOptions& tessellateOptions, const JoiningInfo[]& joiningInfo, const float[]& segmentLengths, float totalLength, int rangeIndex, List<UnityEngine.Vector2> verts, List<System.UInt16> inds) | PrivateStatic | | 0x18 |
| void AddSegment(const BezierSegment& segment, float toT, float halfThickness, const JoiningInfo[]& joinInfo, float segmentLengthSoFar, List<UnityEngine.Vector2> verts, List<System.UInt16> inds) | PrivateStatic | | 0x20 |
| JoiningInfo ForeseeJoining(const BezierSegment& end, const BezierSegment& start, float halfThickness, float endSegmentLength) | PrivateStatic | | 0x20 |
| Vector2[] LineBezierThicknessIntersect(const BezierSegment& seg, float thickness, const Vector2& lineFrom, const Vector2& lineTo, ref float& distanceToIntersection, ref Vector2& intersection) | PrivateStatic | | 0x20 |
| bool PointOnLineIsWithinSegment(const Vector2& lineFrom, const Vector2& lineTo, const Vector2& point) | PrivateStatic | | 0x08 |
| void GenerateJoining(JoiningInfo joinInfo, const PathCorner& corner, float halfThickness, float tippedCornerLimit, const TessellationOptions& tessellateOptions, List<UnityEngine.Vector2> verts, List<System.UInt16> inds) | PrivateStatic | | 0x18 |
| void GenerateTip(const BezierSegment& segment, bool atStart, float t, const PathEnding& ending, float halfThickness, const TessellationOptions& tessellateOptions, List<UnityEngine.Vector2> verts, List<System.UInt16> inds) | PrivateStatic | | 0x20 |
| int CalculateArcSteps(float radius, float fromAngle, float toAngle, const TessellationOptions& tessellateOptions) | PrivateStatic | | 0x18 |
| void TessellateRect(const Rect& rect, ref Vector2[]& vertices, ref ushort[]& indices) | PublicStatic | | 0x10 |
| void TessellateRectBorder(const Rect& rect, float halfThickness, ref Vector2[]& vertices, ref ushort[]& indices) | PublicStatic | | 0x10 |
| BezierPathSegment[] BezierSegmentToPath(const BezierSegment& segment) | PublicStatic | | 0x20 |
| BezierPathSegment[] BezierSegmentsToPath(const BezierSegment[]& segments) | PublicStatic | | 0x08 |
| BezierSegment PathSegmentAtIndex(IList<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> path, int index) | PublicStatic | | 0x20 |
| bool PathEndsPerfectlyMatch(IList<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> path) | PublicStatic | | 0x08 |
| void MakeRectangleShape(Shape rectShape, const Rect& rect) | PublicStatic | | 0x10 |
| void MakeRectangleShape(Shape rectShape, const Rect& rect, const Vector2& radiusTL, const Vector2& radiusTR, const Vector2& radiusBR, const Vector2& radiusBL) | PublicStatic | | 0x10 |
| void MakeEllipseShape(Shape ellipseShape, const Vector2& pos, float radiusX, float radiusY) | PublicStatic | | 0x08 |
| void MakeCircleShape(Shape circleShape, const Vector2& pos, float radius) | PublicStatic | | 0x08 |
| Rect Bounds(const BezierPathSegment[]& path) | PublicStatic | | 0x10 |
| Rect Bounds(IEnumerable<UnityEngine.Vector2> vertices) | PublicStatic | | 0x10 |
| BezierSegment MakeLine(const Vector2& from, const Vector2& to) | PublicStatic | | 0x20 |
| BezierSegment QuadraticToCubic(const Vector2& p0, const Vector2& p1, const Vector2& p2) | PublicStatic | | 0x20 |
| BezierPathSegment[] MakePathLine(const Vector2& from, const Vector2& to) | PublicStatic | | 0x08 |
| BezierSegment MakeArcQuarter(const Vector2& center, float startAngleRads, float sweepAngleRads) | Static+1 flags | | 0x20 |
| BezierPathSegment[] MakeArc(const Vector2& center, float startAngleRads, float sweepAngleRads, float radius) | PublicStatic | | 0x08 |
| int QuadrantAtAngle(float angle) | Static+1 flags | | 0x04 |
| BezierSegment ArcSegmentForQuadrant(int quadrant) | Static+1 flags | | 0x20 |
| BezierSegment FlipSegment(const BezierSegment& segment) | PublicStatic | | 0x20 |
| void Bounds(const BezierSegment& segment, ref Vector2& min, ref Vector2& max) | PublicStatic | | 0x20 |
| Vector2 Eval(const BezierSegment& segment, float t) | PublicStatic | | 0x20 |
| Vector2 EvalTangent(const BezierSegment& segment, float t) | PublicStatic | | 0x20 |
| Vector2 EvalNormal(const BezierSegment& segment, float t) | PublicStatic | | 0x20 |
| Vector2 EvalFull(const BezierSegment& segment, float t, ref Vector2& tangent) | PublicStatic | | 0x20 |
| Vector2 EvalFull(const BezierSegment& segment, float t, ref Vector2& tangent, ref Vector2& normal) | PublicStatic | | 0x20 |
| float[] SegmentsLengths(IList<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> segments, bool closed, float precision) | PublicStatic | | 0x08 |
| float SegmentsLength(IList<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> segments, bool closed, float precision) | PublicStatic | | 0x08 |
| float SegmentLength(const BezierSegment& segment, float precision) | PublicStatic | | 0x20 |
| float SegmentLengthIterative(const BezierSegment& segment, int steps) | Static+1 flags | | 0x20 |
| bool HasLargeCoordinates(const BezierSegment& segment) | Static+1 flags | | 0x20 |
| float AdaptiveQuadraticApproxSplitPoint(const BezierSegment& segment, float precision) | PrivateStatic | | 0x20 |
| float MidPointQuadraticApproxLength(const BezierSegment& segment) | PrivateStatic | | 0x20 |
| void SplitSegment(const BezierSegment& segment, float t, ref BezierSegment& b1, ref BezierSegment& b2) | PublicStatic | | 0x20 |
| BezierSegment TransformSegment(const BezierSegment& segment, const Vector2& translation, float rotation, const Vector2& scaling) | PublicStatic | | 0x20 |
| BezierSegment TransformSegment(const BezierSegment& segment, const Matrix2D& matrix) | PublicStatic | | 0x20 |
| BezierPathSegment[] TransformBezierPath(const BezierPathSegment[]& path, const Vector2& translation, float rotation, const Vector2& scaling) | PublicStatic | | 0x08 |
| BezierPathSegment[] TransformBezierPath(const BezierPathSegment[]& path, const Matrix2D& matrix) | PublicStatic | | 0x18 |
| IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.SceneNode> SceneNodes(SceneNode root) | PublicStatic | | 0x08 |
| IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.VectorUtils.SceneNodeWorldTransform> WorldTransformedSceneNodes(SceneNode child, Dictionary<ToolBuddy.ThirdParty.VectorGraphics.SceneNode nodeOpacities, const SceneNodeWorldTransform& parent) | PrivateStatic | | 0x30 |
| IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.VectorUtils.SceneNodeWorldTransform> WorldTransformedSceneNodes(SceneNode root, Dictionary<ToolBuddy.ThirdParty.VectorGraphics.SceneNode nodeOpacities) | PublicStatic | | 0x08 |
| void RealignVerticesInBounds(IList<UnityEngine.Vector2> vertices, const Rect& bounds, bool flip) | PublicStatic | | 0x10 |
| void FlipVerticesInBounds(IList<UnityEngine.Vector2> vertices, const Rect& bounds) | PublicStatic | | 0x10 |
| void ClampVerticesInBounds(IList<UnityEngine.Vector2> vertices, const Rect& bounds) | Static+1 flags | | 0x10 |
| IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.BezierSegment> SegmentsInPath(IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> segments, bool closed) | PublicStatic | | 0x08 |
| void SolveQuadratic(float a, float b, float c, ref float& s1, ref float& s2) | PrivateStatic | | 0x04 |
| Vector2 IntersectLines(const Vector2& line1Pt1, const Vector2& line1Pt2, const Vector2& line2Pt1, const Vector2& line2Pt2) | PublicStatic | | 0x08 |
| Vector2 IntersectLineSegments(const Vector2& line1Pt1, const Vector2& line1Pt2, const Vector2& line2Pt1, const Vector2& line2Pt2) | PublicStatic | | 0x08 |
| bool PointOnTheLeftOfLine(const Vector2& lineFrom, const Vector2& lineTo, const Vector2& point) | PrivateStatic | | 0x08 |
| float[] FindBezierLineIntersections(const BezierSegment& segment, const Vector2& p0, const Vector2& p1) | PublicStatic | | 0x20 |
| float[] CubicRoots(double a, double b, double c, double d) | PrivateStatic | | 0x08 |
| Vector2[] BezierCoefficients(const BezierSegment& segment) | PrivateStatic | | 0x20 |
| Rect SceneNodeBounds(SceneNode root) | PublicStatic | | 0x10 |
| Rect ApproximateSceneNodeBounds(SceneNode root) | PublicStatic | | 0x10 |
| bool IsEmptySegment(const BezierSegment& bs) | Static+1 flags | | 0x20 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |