Zdexby TheHolyOneZ
44,741 classes
Class

VectorUtils

: Object
ToolBuddy.ThirdParty.VectorGraphics.VectorUtils, Assembly-CSharp-firstpass 0x0010 (16 B) inherited 0x0010 Assembly-CSharp-firstpass.dll
0x00x0010

Members 2

OffsetSizeNameTypeFlagsDefault
0x08s_ExpandEdgesMatMaterialPrivateStatic—
0x04EpsilonfloatPublicStatic+1 flags—

Functions 80

SignatureFlagsNativeParams
BezierPathSegment[] BuildEllipsePath(const Vector2& p0, const Vector2& p1, float rotation, float rx, float ry, bool largeArc, bool sweep)Static+1 flags0x08
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)PrivateStatic0x08
void EnsureRadiiAreLargeEnough(const Vector2& p, ref float& rx, ref float& ry)PrivateStatic0x08
BezierContour BuildRectangleContour(const Rect& rect, const Vector2& radiusTL, const Vector2& radiusTR, const Vector2& radiusBR, const Vector2& radiusBL)PublicStatic0x10
void FlipYAxis(IList<UnityEngine.Vector2> vertices)PrivateStatic0x08
void AdjustWinding(const Vector2[]& vertices, const ushort[]& indices, const WindingDir& dir)Static+1 flags0x08
void FlipRangeIfNecessary(List<UnityEngine.Vector2> vertices, List<System.UInt16> indices, int indexStart, int indexEnd, bool flipYAxis)PrivateStatic0x08
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 flags0x08
void RenderSprite(Sprite sprite, Material mat, bool clear)PublicStatic0x08
Texture2D RenderSpriteToTexture2D(Sprite sprite, int width, int height, Material mat, int antiAliasing, bool expandEdges)PublicStatic0x08
Vector2 GetPivot(const Alignment& alignment, const Vector2& customPivot, const Rect& bbox, bool flipYAxis)Static+1 flags0x10
void TessellatePath(const BezierContour& contour, const PathProperties& pathProps, const TessellationOptions& tessellateOptions, ref Vector2[]& vertices, ref ushort[]& indices)PublicStatic0x18
Vector2[] TraceShape(const BezierContour& contour, Stroke stroke, const TessellationOptions& tessellateOptions)PrivateStatic0x18
bool TryGetMoreRemainingUnits(ref float& unitsRemaining, PathDistanceForwardIterator pathIt, float startingLength, float distance, float stepDistance)PrivateStatic0x08
void HandleNewSegmentJoining(PathDistanceForwardIterator pathIt, PathPatternIterator patternIt, const JoiningInfo[]& joiningInfo, float halfThickness, const float[]& segmentLengths)PrivateStatic0x08
void SkipRange(float distance, PathDistanceForwardIterator pathIt, PathPatternIterator patternIt, const PathProperties& pathProps, const JoiningInfo[]& joiningInfo, const float[]& segmentLengths)PrivateStatic0x18
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)PrivateStatic0x18
void AddSegment(const BezierSegment& segment, float toT, float halfThickness, const JoiningInfo[]& joinInfo, float segmentLengthSoFar, List<UnityEngine.Vector2> verts, List<System.UInt16> inds)PrivateStatic0x20
JoiningInfo ForeseeJoining(const BezierSegment& end, const BezierSegment& start, float halfThickness, float endSegmentLength)PrivateStatic0x20
Vector2[] LineBezierThicknessIntersect(const BezierSegment& seg, float thickness, const Vector2& lineFrom, const Vector2& lineTo, ref float& distanceToIntersection, ref Vector2& intersection)PrivateStatic0x20
bool PointOnLineIsWithinSegment(const Vector2& lineFrom, const Vector2& lineTo, const Vector2& point)PrivateStatic0x08
void GenerateJoining(JoiningInfo joinInfo, const PathCorner& corner, float halfThickness, float tippedCornerLimit, const TessellationOptions& tessellateOptions, List<UnityEngine.Vector2> verts, List<System.UInt16> inds)PrivateStatic0x18
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)PrivateStatic0x20
int CalculateArcSteps(float radius, float fromAngle, float toAngle, const TessellationOptions& tessellateOptions)PrivateStatic0x18
void TessellateRect(const Rect& rect, ref Vector2[]& vertices, ref ushort[]& indices)PublicStatic0x10
void TessellateRectBorder(const Rect& rect, float halfThickness, ref Vector2[]& vertices, ref ushort[]& indices)PublicStatic0x10
BezierPathSegment[] BezierSegmentToPath(const BezierSegment& segment)PublicStatic0x20
BezierPathSegment[] BezierSegmentsToPath(const BezierSegment[]& segments)PublicStatic0x08
BezierSegment PathSegmentAtIndex(IList<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> path, int index)PublicStatic0x20
bool PathEndsPerfectlyMatch(IList<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> path)PublicStatic0x08
void MakeRectangleShape(Shape rectShape, const Rect& rect)PublicStatic0x10
void MakeRectangleShape(Shape rectShape, const Rect& rect, const Vector2& radiusTL, const Vector2& radiusTR, const Vector2& radiusBR, const Vector2& radiusBL)PublicStatic0x10
void MakeEllipseShape(Shape ellipseShape, const Vector2& pos, float radiusX, float radiusY)PublicStatic0x08
void MakeCircleShape(Shape circleShape, const Vector2& pos, float radius)PublicStatic0x08
Rect Bounds(const BezierPathSegment[]& path)PublicStatic0x10
Rect Bounds(IEnumerable<UnityEngine.Vector2> vertices)PublicStatic0x10
BezierSegment MakeLine(const Vector2& from, const Vector2& to)PublicStatic0x20
BezierSegment QuadraticToCubic(const Vector2& p0, const Vector2& p1, const Vector2& p2)PublicStatic0x20
BezierPathSegment[] MakePathLine(const Vector2& from, const Vector2& to)PublicStatic0x08
BezierSegment MakeArcQuarter(const Vector2& center, float startAngleRads, float sweepAngleRads)Static+1 flags0x20
BezierPathSegment[] MakeArc(const Vector2& center, float startAngleRads, float sweepAngleRads, float radius)PublicStatic0x08
int QuadrantAtAngle(float angle)Static+1 flags0x04
BezierSegment ArcSegmentForQuadrant(int quadrant)Static+1 flags0x20
BezierSegment FlipSegment(const BezierSegment& segment)PublicStatic0x20
void Bounds(const BezierSegment& segment, ref Vector2& min, ref Vector2& max)PublicStatic0x20
Vector2 Eval(const BezierSegment& segment, float t)PublicStatic0x20
Vector2 EvalTangent(const BezierSegment& segment, float t)PublicStatic0x20
Vector2 EvalNormal(const BezierSegment& segment, float t)PublicStatic0x20
Vector2 EvalFull(const BezierSegment& segment, float t, ref Vector2& tangent)PublicStatic0x20
Vector2 EvalFull(const BezierSegment& segment, float t, ref Vector2& tangent, ref Vector2& normal)PublicStatic0x20
float[] SegmentsLengths(IList<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> segments, bool closed, float precision)PublicStatic0x08
float SegmentsLength(IList<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> segments, bool closed, float precision)PublicStatic0x08
float SegmentLength(const BezierSegment& segment, float precision)PublicStatic0x20
float SegmentLengthIterative(const BezierSegment& segment, int steps)Static+1 flags0x20
bool HasLargeCoordinates(const BezierSegment& segment)Static+1 flags0x20
float AdaptiveQuadraticApproxSplitPoint(const BezierSegment& segment, float precision)PrivateStatic0x20
float MidPointQuadraticApproxLength(const BezierSegment& segment)PrivateStatic0x20
void SplitSegment(const BezierSegment& segment, float t, ref BezierSegment& b1, ref BezierSegment& b2)PublicStatic0x20
BezierSegment TransformSegment(const BezierSegment& segment, const Vector2& translation, float rotation, const Vector2& scaling)PublicStatic0x20
BezierSegment TransformSegment(const BezierSegment& segment, const Matrix2D& matrix)PublicStatic0x20
BezierPathSegment[] TransformBezierPath(const BezierPathSegment[]& path, const Vector2& translation, float rotation, const Vector2& scaling)PublicStatic0x08
BezierPathSegment[] TransformBezierPath(const BezierPathSegment[]& path, const Matrix2D& matrix)PublicStatic0x18
IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.SceneNode> SceneNodes(SceneNode root)PublicStatic0x08
IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.VectorUtils.SceneNodeWorldTransform> WorldTransformedSceneNodes(SceneNode child, Dictionary<ToolBuddy.ThirdParty.VectorGraphics.SceneNode nodeOpacities, const SceneNodeWorldTransform& parent)PrivateStatic0x30
IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.VectorUtils.SceneNodeWorldTransform> WorldTransformedSceneNodes(SceneNode root, Dictionary<ToolBuddy.ThirdParty.VectorGraphics.SceneNode nodeOpacities)PublicStatic0x08
void RealignVerticesInBounds(IList<UnityEngine.Vector2> vertices, const Rect& bounds, bool flip)PublicStatic0x10
void FlipVerticesInBounds(IList<UnityEngine.Vector2> vertices, const Rect& bounds)PublicStatic0x10
void ClampVerticesInBounds(IList<UnityEngine.Vector2> vertices, const Rect& bounds)Static+1 flags0x10
IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.BezierSegment> SegmentsInPath(IEnumerable<ToolBuddy.ThirdParty.VectorGraphics.BezierPathSegment> segments, bool closed)PublicStatic0x08
void SolveQuadratic(float a, float b, float c, ref float& s1, ref float& s2)PrivateStatic0x04
Vector2 IntersectLines(const Vector2& line1Pt1, const Vector2& line1Pt2, const Vector2& line2Pt1, const Vector2& line2Pt2)PublicStatic0x08
Vector2 IntersectLineSegments(const Vector2& line1Pt1, const Vector2& line1Pt2, const Vector2& line2Pt1, const Vector2& line2Pt2)PublicStatic0x08
bool PointOnTheLeftOfLine(const Vector2& lineFrom, const Vector2& lineTo, const Vector2& point)PrivateStatic0x08
float[] FindBezierLineIntersections(const BezierSegment& segment, const Vector2& p0, const Vector2& p1)PublicStatic0x20
float[] CubicRoots(double a, double b, double c, double d)PrivateStatic0x08
Vector2[] BezierCoefficients(const BezierSegment& segment)PrivateStatic0x20
Rect SceneNodeBounds(SceneNode root)PublicStatic0x10
Rect ApproximateSceneNodeBounds(SceneNode root)PublicStatic0x10
bool IsEmptySegment(const BezierSegment& bs)Static+1 flags0x20
void .cctor()PrivateStatic+1 flags0x00