| void Copy(const NativeArray<T>& src, int srcIndex, const NativeArray<T>& dst, int dstIndex, int length) | Static+1 flags | | 0x10 |
| void Copy(const NativeArray<T>& src, const NativeArray<T>& dst, int length) | Static+1 flags | | 0x10 |
| void InsertionSort(const Void*& array, int lo, int hi, const uint8& comp) | Static+1 flags | | 0x04 |
| int GetLower(const NativeArray<T>& values, int count, const uint8& check, const uint8& condition) | Static+1 flags | | 0x10 |
| int GetUpper(const NativeArray<T>& values, int count, const uint8& check, const uint8& condition) | Static+1 flags | | 0x10 |
| int GetEqual(const NativeArray<T>& values, int count, const uint8& check, const uint8& condition) | Static+1 flags | | 0x10 |
| float OrientFast(const float2& a, const float2& b, const float2& c) | Static+1 flags | | 0x08 |
| double OrientFastDouble(const double2& a, const double2& b, const double2& c) | Static+1 flags | | 0x10 |
| UCircle CircumCircle(const UTriangle& tri) | Static+1 flags | | 0x34 |
| bool IsInsideCircle(const UCircle& c, const float2& v) | Static+1 flags | | 0x0C |
| float TriangleArea(const float2& va, const float2& vb, const float2& vc) | Static+1 flags | | 0x08 |
| float Sign(const float2& p1, const float2& p2, const float2& p3) | Static+1 flags | | 0x08 |
| bool IsInsideTriangle(const float2& pt, const float2& v1, const float2& v2, const float2& v3) | Static+1 flags | | 0x08 |
| bool IsInsideTriangleApproximate(const float2& pt, const float2& v1, const float2& v2, const float2& v3) | Static+1 flags | | 0x08 |
| bool IsInsideCircle(const float2& a, const float2& b, const float2& c, const float2& p) | Static+1 flags | | 0x08 |
| 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 flags | | 0x10 |
| 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 flags | | 0x10 |
| 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 flags | | 0x10 |
| 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) | PrivateStatic | | 0x10 |
| 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) | PrivateStatic | | 0x10 |
| 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) | PrivateStatic | | 0x10 |
| 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) | PrivateStatic | | 0x10 |
| void Reorder(int startVertexCount, int index, ref NativeArray<System.Int32>& indices, ref int& indexCount, ref NativeArray<Unity.Mathematics.float2>& vertices, ref int& vertexCount) | PrivateStatic | | 0x10 |
| void VertexCleanupConditioner(int startVertexCount, ref NativeArray<System.Int32>& indices, ref int& indexCount, ref NativeArray<Unity.Mathematics.float2>& vertices, ref int& vertexCount) | Static+1 flags | | 0x10 |
| 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) | PublicStatic | | 0x10 |
| 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) | PublicStatic | | 0x10 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |