| bool RequiresRefining(const UTriangle& tri, float maxArea) | PrivateStatic | | 0x34 |
| void FetchEncroachedSegments(const NativeArray<Unity.Mathematics.float2>& pgPoints, int pgPointCount, const NativeArray<Unity.Mathematics.int2>& pgEdges, int pgEdgeCount, ref NativeArray<UnityEngine.Rendering.Universal.UTess.UEncroachingSegment>& encroach, ref int& encroachCount, const UCircle& c) | PrivateStatic | | 0x10 |
| void InsertVertex(ref NativeArray<Unity.Mathematics.float2>& pgPoints, ref int& pgPointCount, const float2& newVertex, ref int& nid) | PrivateStatic | | 0x10 |
| int FindSegment(const NativeArray<Unity.Mathematics.float2>& pgPoints, int pgPointCount, const NativeArray<Unity.Mathematics.int2>& pgEdges, int pgEdgeCount, const UEncroachingSegment& es) | PrivateStatic | | 0x14 |
| void SplitSegments(ref NativeArray<Unity.Mathematics.float2>& pgPoints, ref int& pgPointCount, ref NativeArray<Unity.Mathematics.int2>& pgEdges, ref int& pgEdgeCount, const UEncroachingSegment& es) | PrivateStatic | | 0x14 |
| bool Condition(const Allocator& allocator, float factorArea, float targetArea, ref NativeArray<Unity.Mathematics.float2>& pgPoints, ref int& pgPointCount, ref NativeArray<Unity.Mathematics.int2>& pgEdges, ref int& pgEdgeCount, ref NativeArray<Unity.Mathematics.float2>& vertices, ref int& vertexCount, ref NativeArray<System.Int32>& indices, ref int& indexCount, ref float& maxArea) | Static+1 flags | | 0x10 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |