| float FindSplit(const UHull& hull, const UEvent& edge) | PrivateStatic | | 0x48 |
| void SetAllocator(const Allocator& allocator) | Private | | 0x04 |
| bool AddPoint(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& hulls, int hullCount, const NativeArray<Unity.Mathematics.float2>& points, const float2& p, int idx) | Private | | 0x10 |
| void InsertHull(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& Hulls, int Pos, ref int& Count, const UHull& Value) | PrivateStatic | | 0x48 |
| void EraseHull(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& Hulls, int Pos, ref int& Count) | PrivateStatic | | 0x10 |
| bool SplitHulls(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& hulls, ref int& hullCount, const NativeArray<Unity.Mathematics.float2>& points, const UEvent& evt) | Private | | 0x18 |
| bool MergeHulls(const NativeArray<UnityEngine.Rendering.Universal.UTess.UHull>& hulls, ref int& hullCount, const NativeArray<Unity.Mathematics.float2>& points, const UEvent& evt) | Private | | 0x18 |
| void InsertUniqueEdge(const NativeArray<Unity.Mathematics.int2>& edges, const int2& e, ref int& edgeCount) | PrivateStatic | | 0x10 |
| void PrepareDelaunay(const NativeArray<Unity.Mathematics.int2>& edges, int edgeCount) | Private | | 0x10 |
| int OppositeOf(int a, int b) | Private | | 0x04 |
| int FindConstraint(int a, int b) | Private | | 0x04 |
| void AddTriangle(int i, int j, int k) | Private | | 0x04 |
| void RemovePair(int r, int j, int k) | Private | | 0x04 |
| void RemoveTriangle(int i, int j, int k) | Private | | 0x04 |
| void EdgeFlip(int i, int j) | Private | | 0x04 |
| bool Flip(const NativeArray<Unity.Mathematics.float2>& points, ref NativeArray<System.Int32>& stack, ref int& stackCount, int a, int b, int x) | Private | | 0x10 |
| NativeArray<Unity.Mathematics.int3> GetCells(ref int& count) | Private | | 0x10 |
| bool ApplyDelaunay(const NativeArray<Unity.Mathematics.float2>& points, const NativeArray<Unity.Mathematics.int2>& edges) | 1 flags | | 0x10 |
| int FindNeighbor(const NativeArray<Unity.Mathematics.int3>& cells, int count, int a, int b, int c) | Private | | 0x10 |
| NativeArray<Unity.Mathematics.int3> Constrain(ref int& count) | Private | | 0x10 |
| NativeArray<Unity.Mathematics.int3> RemoveExterior(ref int& cellCount) | 1 flags | | 0x10 |
| NativeArray<Unity.Mathematics.int3> RemoveInterior(int cellCount) | 1 flags | | 0x10 |
| bool Triangulate(const NativeArray<Unity.Mathematics.float2>& points, int pointCount, const NativeArray<Unity.Mathematics.int2>& edges, int edgeCount) | 1 flags | | 0x10 |
| 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 flags | | 0x10 |
| void Cleanup() | 1 flags | | 0x00 |