Zdexby TheHolyOneZ
6,759 structs
Struct

Tessellator

: ValueType : Object
UnityEngine.Rendering.Universal.UTess.Tessellator, Unity.RenderPipelines.Universal.Runtime 0x00B0 (176 B) Unity.RenderPipelines.Universal.Runtime.dll
0x00x00B0

Members 15

OffsetSizeNameTypeFlags
0x10m_EdgesNativeArray<Unity.Mathematics.int2>Private
0x10m_StarsNativeArray<UnityEngine.Rendering.Universal.UTess.UStar>Private
0x10m_CellsNativeArray<Unity.Mathematics.int3>Private
0x04m_CellCountintPrivate
0x00340x04padding / unreflected
0x10m_ILArrayNativeArray<System.Int32>Private
0x10m_IUArrayNativeArray<System.Int32>Private
0x10m_SPArrayNativeArray<System.Int32>Private
0x04m_NumEdgesintPrivate
0x04m_NumHullsintPrivate
0x04m_NumPointsintPrivate
0x04m_StarCountintPrivate
0x10m_FlagsNativeArray<System.Int32>Private
0x10m_NeighborsNativeArray<System.Int32>Private
0x10m_ConstraintsNativeArray<System.Int32>Private
0x04m_AllocatorAllocatorPrivate
0x00AC0x04unreflected bytes to end of Tessellator

Functions 25

SignatureFlagsNativeParams
float FindSplit(const UHull& hull, const UEvent& edge)PrivateStatic0x48
void SetAllocator(const Allocator& allocator)Private0x04
bool AddPoint(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& hulls, int hullCount, const NativeArray<Unity.Mathematics.float2>& points, const float2& p, int idx)Private0x10
void InsertHull(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& Hulls, int Pos, ref int& Count, const UHull& Value)PrivateStatic0x48
void EraseHull(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& Hulls, int Pos, ref int& Count)PrivateStatic0x10
bool SplitHulls(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& hulls, ref int& hullCount, const NativeArray<Unity.Mathematics.float2>& points, const UEvent& evt)Private0x18
bool MergeHulls(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& hulls, ref int& hullCount, const NativeArray<Unity.Mathematics.float2>& points, const UEvent& evt)Private0x18
void InsertUniqueEdge(const NativeArray<Unity.Mathematics.int2>& edges, const int2& e, ref int& edgeCount)PrivateStatic0x10
void PrepareDelaunay(const NativeArray<Unity.Mathematics.int2>& edges, int edgeCount)Private0x10
int OppositeOf(int a, int b)Private0x04
int FindConstraint(int a, int b)Private0x04
void AddTriangle(int i, int j, int k)Private0x04
void RemovePair(int r, int j, int k)Private0x04
void RemoveTriangle(int i, int j, int k)Private0x04
void EdgeFlip(int i, int j)Private0x04
bool Flip(const NativeArray<Unity.Mathematics.float2>& points, ref NativeArray<System.Int32>& stack, ref int& stackCount, int a, int b, int x)Private0x10
NativeArray<Unity.Mathematics.int3> GetCells(ref int& count)Private0x10
bool ApplyDelaunay(const NativeArray<Unity.Mathematics.float2>& points, const NativeArray<Unity.Mathematics.int2>& edges)1 flags0x10
int FindNeighbor(const NativeArray<Unity.Mathematics.int3>& cells, int count, int a, int b, int c)Private0x10
NativeArray<Unity.Mathematics.int3> Constrain(ref int& count)Private0x10
NativeArray<Unity.Mathematics.int3> RemoveExterior(ref int& cellCount)1 flags0x10
NativeArray<Unity.Mathematics.int3> RemoveInterior(int cellCount)1 flags0x10
bool Triangulate(const NativeArray<Unity.Mathematics.float2>& points, int pointCount, const NativeArray<Unity.Mathematics.int2>& edges, int edgeCount)1 flags0x10
bool Tessellate(const Allocator& allocator, const NativeArray<Unity.Mathematics.float2>& pgPoints, int pgPointCount, const NativeArray<Unity.Mathematics.int2>& pgEdges, int pgEdgeCount, ref NativeArray<Unity.Mathematics.float2>& outputVertices, ref int& vertexCount, ref NativeArray<System.Int32>& outputIndices, ref int& indexCount)Static+1 flags0x10
void Cleanup()1 flags0x00