Zdexby TheHolyOneZ
42,595 classes
Class

HandleUtility

: Object
UnityEngine.ProBuilder.HandleUtility, Unity.ProBuilder 0x0010 (16 B) inherited 0x0010 Unity.ProBuilder.dll
0x00x0010

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 19

SignatureFlagsNativeParams
Vector3 ScreenToGuiPoint(Camera camera, const Vector3& point, float pixelsPerPoint)Static+1 flags—0x0C
bool FaceRaycast(const Ray& worldRay, ProBuilderMesh mesh, ref RaycastHit& hit, HashSet<UnityEngine.ProBuilder.Face> ignore)Static+1 flags—0x18
bool FaceRaycast(const Ray& worldRay, ProBuilderMesh mesh, ref RaycastHit& hit, float distance, const CullingMode& cullingMode, HashSet<UnityEngine.ProBuilder.Face> ignore)Static+1 flags—0x18
bool FaceRaycastBothCullModes(const Ray& worldRay, ProBuilderMesh mesh, ref SimpleTuple<UnityEngine.ProBuilder.Face& back, ref SimpleTuple<UnityEngine.ProBuilder.Face& front)Static+1 flags—0x18
bool FaceRaycast(const Ray& InWorldRay, ProBuilderMesh mesh, ref List<UnityEngine.ProBuilder.RaycastHit>& hits, const CullingMode& cullingMode, HashSet<UnityEngine.ProBuilder.Face> ignore)Static+1 flags—0x18
Ray InverseTransformRay(Transform transform, const Ray& InWorldRay)Static+1 flags—0x18
bool MeshRaycast(const Ray& InWorldRay, GameObject gameObject, ref RaycastHit& hit, float distance)Static+1 flags—0x18
bool MeshRaycast(const Ray& InRay, const Vector3[]& mesh, const int[]& triangles, ref RaycastHit& hit, float distance)Static+1 flags—0x18
bool PointIsOccluded(Camera cam, ProBuilderMesh pb, const Vector3& worldPoint)Static+1 flags—0x0C
Quaternion GetRotation(ProBuilderMesh mesh, IEnumerable<System.Int32> indices)PublicStatic—0x10
Quaternion GetFaceRotation(ProBuilderMesh mesh, const HandleOrientation& orientation, IEnumerable<UnityEngine.ProBuilder.Face> faces)PublicStatic—0x10
Quaternion GetFaceRotation(ProBuilderMesh mesh, Face face)PublicStatic—0x10
Quaternion GetEdgeRotation(ProBuilderMesh mesh, const HandleOrientation& orientation, IEnumerable<UnityEngine.ProBuilder.Edge> edges)PublicStatic—0x10
Quaternion GetEdgeRotation(ProBuilderMesh mesh, const Edge& edge)PublicStatic—0x10
Quaternion GetVertexRotation(ProBuilderMesh mesh, const HandleOrientation& orientation, IEnumerable<System.Int32> vertices)PublicStatic—0x10
Quaternion GetVertexRotation(ProBuilderMesh mesh, int vertex)PublicStatic—0x10
Vector3 GetActiveElementPosition(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Face> faces)Static+1 flags—0x0C
Vector3 GetActiveElementPosition(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Edge> edges)Static+1 flags—0x0C
Vector3 GetActiveElementPosition(ProBuilderMesh mesh, IEnumerable<System.Int32> vertices)Static+1 flags—0x0C