| void RefineEdges(ref NativeArray<Unity.Mathematics.int4>& refinedEdges, ref NativeArray<Unity.Mathematics.int4>& delaEdges, ref int& delaEdgeCount, ref NativeArray<Unity.Mathematics.int4>& voronoiEdges) | PrivateStatic | | 0x10 |
| void GetAffectingEdges(int pointIndex, const NativeArray<Unity.Mathematics.int4>& edges, int edgeCount, ref NativeArray<System.Int32>& resultSet, ref NativeArray<System.Int32>& checkSet, ref int& resultCount) | PrivateStatic | | 0x10 |
| void CentroidByPoints(int triIndex, const NativeArray<UnityEngine.Rendering.Universal.UTess.UTriangle>& triangles, ref NativeArray<System.Int32>& centroidTris, ref int& centroidCount, ref float2& aggregate, ref float2& point) | PrivateStatic | | 0x10 |
| void CentroidByPolygon(const int4& e, const NativeArray<UnityEngine.Rendering.Universal.UTess.UTriangle>& triangles, ref float2& centroid, ref float& area, ref float& distance) | PrivateStatic | | 0x10 |
| bool ConnectTriangles(ref NativeArray<Unity.Mathematics.int4>& connectedTri, ref NativeArray<System.Int32>& affectEdges, ref NativeArray<System.Int32>& checkSet, const NativeArray<Unity.Mathematics.int4>& voronoiEdges, int triangleCount) | PrivateStatic | | 0x10 |
| bool Condition(const Allocator& allocator, ref NativeArray<Unity.Mathematics.float2>& pgPoints, int pgPointCount, const NativeArray<Unity.Mathematics.int2>& pgEdges, int pgEdgeCount, ref NativeArray<Unity.Mathematics.float2>& vertices, ref int& vertexCount, ref NativeArray<System.Int32>& indices, ref int& indexCount) | Static+1 flags | | 0x10 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |