| float Frac(float x) | PublicStatic | | 0x04 |
| float Eerp(float a, float b, float t) | PublicStatic | | 0x04 |
| float SmoothCos01(float x) | PublicStatic | | 0x04 |
| Vector2 AngToDir(float angRad) | PublicStatic | | 0x08 |
| float DirToAng(const Vector2& dir) | PublicStatic | | 0x08 |
| Vector2 Rotate90CW(const Vector2& v) | PublicStatic | | 0x08 |
| Vector2 Rotate90CCW(const Vector2& v) | PublicStatic | | 0x08 |
| Vector4 AtLeast0(const Vector4& v) | PublicStatic | | 0x10 |
| float MaxComp(const Vector4& v) | PublicStatic | | 0x10 |
| bool HasNegativeValues(const Vector4& v) | PublicStatic | | 0x10 |
| float Determinant(const Vector2& a, const Vector2& b) | PublicStatic | | 0x08 |
| float Luminance(const Color& c) | PublicStatic | | 0x10 |
| float GetLineSegmentProjectionT(const Vector3& a, const Vector3& b, const Vector3& p) | PublicStatic | | 0x0C |
| PolylinePoint WeightedSum(const Vector4& w, const PolylinePoint& a, const PolylinePoint& b, const PolylinePoint& c, const PolylinePoint& d) | PublicStatic | | 0x20 |
| Vector3 WeightedSum(const Vector4& w, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d) | PublicStatic | | 0x10 |
| Vector2 WeightedSum(const Vector4& w, const Vector2& a, const Vector2& b, const Vector2& c, const Vector2& d) | PublicStatic | | 0x10 |
| Color WeightedSum(const Vector4& w, const Color& a, const Color& b, const Color& c, const Color& d) | PublicStatic | | 0x10 |
| bool PointInsideTriangle(const Vector2& a, const Vector2& b, const Vector2& c, const Vector2& point, float aMargin, float bMargin, float cMargin) | PublicStatic | | 0x08 |
| Vector2 Dir(const Vector2& a, const Vector2& b) | Static+1 flags | | 0x08 |
| float PolygonSignedArea(List<UnityEngine.Vector2> pts) | PublicStatic | | 0x08 |
| Vector2 Rotate(const Vector2& v, float angRad) | PublicStatic | | 0x08 |
| float DeltaAngleRad(float a, float b) | PrivateStatic | | 0x04 |
| float InverseLerpAngleRad(float a, float b, float v) | PublicStatic | | 0x04 |
| Vector2 Lerp(const Vector2& a, const Vector2& b, const Vector2& t) | PrivateStatic | | 0x08 |
| Vector2 Lerp(const Rect& r, const Vector2& t) | PublicStatic | | 0x10 |
| Vector2 InverseLerp(const Vector2& a, const Vector2& b, const Vector2& v) | PrivateStatic | | 0x08 |
| Vector2 InverseLerp(const Rect& r, const Vector2& pt) | PublicStatic | | 0x10 |
| Vector2 Remap(const Vector2& iMin, const Vector2& iMax, const Vector2& oMin, const Vector2& oMax, const Vector2& value) | PrivateStatic | | 0x08 |
| Vector2 Remap(const Rect& iRect, const Rect& oRect, const Vector2& iPos) | PublicStatic | | 0x10 |
| Vector3 Abs(const Vector3& v) | PublicStatic | | 0x0C |
| float RandomGaussian(float min, float max) | PublicStatic | | 0x04 |
| Vector3 GetRandomPerpendicularVector(const Vector3& a) | PublicStatic | | 0x0C |
| IEnumerable<Shapes.PolylinePoint> GetArcPoints(const PolylinePoint& a, const PolylinePoint& b, const Vector3& normA, const Vector3& normB, const Vector3& center, float radius, int count) | PublicStatic | | 0x20 |
| IEnumerable<UnityEngine.Vector3> GetArcPoints(const Vector3& normA, const Vector3& normB, const Vector3& center, float radius, int count) | PublicStatic | | 0x0C |
| IEnumerable<UnityEngine.Vector2> GetArcPoints(const Vector2& normA, const Vector2& normB, const Vector2& center, float radius, int count) | PublicStatic | | 0x08 |
| IEnumerable<Shapes.PolylinePoint> CubicBezierPointsSkipFirst(const PolylinePoint& a, const PolylinePoint& b, const PolylinePoint& c, const PolylinePoint& d, int count) | PublicStatic | | 0x20 |
| IEnumerable<Shapes.PolylinePoint> CubicBezierPointsSkipFirstMatchStyle(const PolylinePoint& style, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, int count) | PublicStatic | | 0x20 |
| IEnumerable<UnityEngine.Vector3> CubicBezierPointsSkipFirst(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, int count) | PublicStatic | | 0x0C |
| IEnumerable<UnityEngine.Vector2> CubicBezierPointsSkipFirst(const Vector2& a, const Vector2& b, const Vector2& c, const Vector2& d, int count) | PublicStatic | | 0x08 |
| Vector4 GetCubicBezierWeights(float t) | PublicStatic | | 0x10 |
| PolylinePoint CubicBezier(const PolylinePoint& a, const PolylinePoint& b, const PolylinePoint& c, const PolylinePoint& d, float t) | PublicStatic | | 0x20 |
| Vector3 CubicBezier(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, float t) | PublicStatic | | 0x0C |
| Vector2 CubicBezier(const Vector2& a, const Vector2& b, const Vector2& c, const Vector2& d, float t) | PublicStatic | | 0x08 |
| Vector3 CubicBezierDirectionIsh(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, float t) | PrivateStatic | | 0x0C |
| float GetApproximateAngularCurveSumDegrees(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, int vertCount) | PublicStatic | | 0x0C |
| Matrix4x4 AffineMtxMul(const Matrix4x4& lhs, const Matrix4x4& rhs) | PublicStatic | | 0x40 |
| float Cosinc(float x) | PublicStatic | | 0x04 |
| double Cosinc(double x) | PublicStatic | | 0x08 |
| float Sinc(float x) | PublicStatic | | 0x04 |
| double Sinc(double x) | PublicStatic | | 0x08 |
| PolylinePoint <GetArcPoints>g__DirToPt|35_0(const Vector3& dir, float t, ref <>c__DisplayClass35_0& ) | Static+1 flags | | 0x50 |
| Vector3 <GetArcPoints>g__DirToPt|36_0(const Vector3& dir, ref <>c__DisplayClass36_0& ) | Static+1 flags | | 0x10 |
| Vector2 <GetArcPoints>g__DirToPt|37_0(const Vector2& dir, ref <>c__DisplayClass37_0& ) | Static+1 flags | | 0x0C |