Zdexby TheHolyOneZ
6,759 structs
Struct

ModuleHandle

: ValueType : Object
UnityEngine.Rendering.Universal.UTess.ModuleHandle, Unity.RenderPipelines.Universal.Runtime 0x0001 (1 B) Unity.RenderPipelines.Universal.Runtime.dll
0x00x0001

Members 8

OffsetSizeNameTypeFlags
0x04kMaxAreaintStatic+2 flags
0x04kMaxEdgeCountintStatic+2 flags
0x04kMaxIndexCountintStatic+2 flags
0x04kMaxVertexCountintStatic+2 flags
0x04kMaxTriangleCountintStatic+2 flags
0x04kMaxRefineIterationsintStatic+2 flags
0x04kMaxSmoothenIterationsintStatic+2 flags
0x04kIncrementAreaFactorfloatStatic+2 flags

Functions 28

SignatureFlagsNativeParams
void Copy(const NativeArray<T>& src, int srcIndex, const NativeArray<T>& dst, int dstIndex, int length)Static+1 flags0x10
void Copy(const NativeArray<T>& src, const NativeArray<T>& dst, int length)Static+1 flags0x10
void InsertionSort(const Void*& array, int lo, int hi, const uint8& comp)Static+1 flags0x04
int GetLower(const NativeArray<T>& values, int count, const uint8& check, const uint8& condition)Static+1 flags0x10
int GetUpper(const NativeArray<T>& values, int count, const uint8& check, const uint8& condition)Static+1 flags0x10
int GetEqual(const NativeArray<T>& values, int count, const uint8& check, const uint8& condition)Static+1 flags0x10
float OrientFast(const float2& a, const float2& b, const float2& c)Static+1 flags0x08
double OrientFastDouble(const double2& a, const double2& b, const double2& c)Static+1 flags0x10
UCircle CircumCircle(const UTriangle& tri)Static+1 flags0x34
bool IsInsideCircle(const UCircle& c, const float2& v)Static+1 flags0x0C
float TriangleArea(const float2& va, const float2& vb, const float2& vc)Static+1 flags0x08
float Sign(const float2& p1, const float2& p2, const float2& p3)Static+1 flags0x08
bool IsInsideTriangle(const float2& pt, const float2& v1, const float2& v2, const float2& v3)Static+1 flags0x08
bool IsInsideTriangleApproximate(const float2& pt, const float2& v1, const float2& v2, const float2& v3)Static+1 flags0x08
bool IsInsideCircle(const float2& a, const float2& b, const float2& c, const float2& p)Static+1 flags0x08
void BuildTriangles(const NativeArray<Unity.Mathematics.float2>& vertices, int vertexCount, const NativeArray<System.Int32>& indices, int indexCount, ref NativeArray<UnityEngine.Rendering.Universal.UTess.UTriangle>& triangles, ref int& triangleCount, ref float& maxArea, ref float& avgArea, ref float& minArea)Static+1 flags0x10
void BuildTriangles(const NativeArray<Unity.Mathematics.float2>& vertices, int vertexCount, const NativeArray<System.Int32>& indices, int indexCount, ref NativeArray<UnityEngine.Rendering.Universal.UTess.UTriangle>& triangles, ref int& triangleCount, ref float& maxArea, ref float& avgArea, ref float& minArea, ref float& maxEdge, ref float& avgEdge, ref float& minEdge)Static+1 flags0x10
void BuildTrianglesAndEdges(const NativeArray<Unity.Mathematics.float2>& vertices, int vertexCount, const NativeArray<System.Int32>& indices, int indexCount, ref NativeArray<UnityEngine.Rendering.Universal.UTess.UTriangle>& triangles, ref int& triangleCount, ref NativeArray<Unity.Mathematics.int4>& delaEdges, ref int& delaEdgeCount, ref float& maxArea, ref float& avgArea, ref float& minArea)Static+1 flags0x10
void CopyGraph(const NativeArray<Unity.Mathematics.float2>& srcPoints, int srcPointCount, ref NativeArray<Unity.Mathematics.float2>& dstPoints, ref int& dstPointCount, const NativeArray<Unity.Mathematics.int2>& srcEdges, int srcEdgeCount, ref NativeArray<Unity.Mathematics.int2>& dstEdges, ref int& dstEdgeCount)PrivateStatic0x10
void CopyGeometry(const NativeArray<System.Int32>& srcIndices, int srcIndexCount, ref NativeArray<System.Int32>& dstIndices, ref int& dstIndexCount, const NativeArray<Unity.Mathematics.float2>& srcVertices, int srcVertexCount, ref NativeArray<Unity.Mathematics.float2>& dstVertices, ref int& dstVertexCount)PrivateStatic0x10
void TransferOutput(const NativeArray<Unity.Mathematics.int2>& srcEdges, int srcEdgeCount, ref NativeArray<Unity.Mathematics.int2>& dstEdges, ref int& dstEdgeCount, const NativeArray<System.Int32>& srcIndices, int srcIndexCount, ref NativeArray<System.Int32>& dstIndices, ref int& dstIndexCount, const NativeArray<Unity.Mathematics.float2>& srcVertices, int srcVertexCount, ref NativeArray<Unity.Mathematics.float2>& dstVertices, ref int& dstVertexCount)PrivateStatic0x10
void GraphConditioner(const NativeArray<Unity.Mathematics.float2>& points, ref NativeArray<Unity.Mathematics.float2>& pgPoints, ref int& pgPointCount, ref NativeArray<Unity.Mathematics.int2>& pgEdges, ref int& pgEdgeCount, bool resetTopology)PrivateStatic0x10
void Reorder(int startVertexCount, int index, ref NativeArray<System.Int32>& indices, ref int& indexCount, ref NativeArray<Unity.Mathematics.float2>& vertices, ref int& vertexCount)PrivateStatic0x10
void VertexCleanupConditioner(int startVertexCount, ref NativeArray<System.Int32>& indices, ref int& indexCount, ref NativeArray<Unity.Mathematics.float2>& vertices, ref int& vertexCount)Static+1 flags0x10
float4 ConvexQuad(const Allocator& allocator, const NativeArray<Unity.Mathematics.float2>& points, const NativeArray<Unity.Mathematics.int2>& edges, ref NativeArray<Unity.Mathematics.float2>& outVertices, ref int& outVertexCount, ref NativeArray<System.Int32>& outIndices, ref int& outIndexCount, ref NativeArray<Unity.Mathematics.int2>& outEdges, ref int& outEdgeCount)PublicStatic0x10
float4 Tessellate(const Allocator& allocator, const NativeArray<Unity.Mathematics.float2>& points, const NativeArray<Unity.Mathematics.int2>& edges, ref NativeArray<Unity.Mathematics.float2>& outVertices, ref int& outVertexCount, ref NativeArray<System.Int32>& outIndices, ref int& outIndexCount, ref NativeArray<Unity.Mathematics.int2>& outEdges, ref int& outEdgeCount)PublicStatic0x10
float4 Subdivide(const Allocator& allocator, const NativeArray<Unity.Mathematics.float2>& points, const NativeArray<Unity.Mathematics.int2>& edges, ref NativeArray<Unity.Mathematics.float2>& outVertices, ref int& outVertexCount, ref NativeArray<System.Int32>& outIndices, ref int& outIndexCount, ref NativeArray<Unity.Mathematics.int2>& outEdges, ref int& outEdgeCount, float areaFactor, float targetArea, int refineIterations, int smoothenIterations)PublicStatic0x10
void .cctor()PrivateStatic+1 flags0x00