Zdexby TheHolyOneZ
42,595 classes
Class

Tessellation

: Object
UnityEngine.UIElements.UIR.Tessellation, UnityEngine.UIElementsModule 0x0010 (16 B) inherited 0x0010 UnityEngine.UIElementsModule.dll
0x00x0010

Members 6

OffsetSizeNameTypeFlagsDefault
0x04kEpsilonfloatStatic+1 flags—
0x04kUnusedArcfloatStatic+1 flags—
0x02kSubdivisionsushortStatic+1 flags—
0x08s_MarkerTessellateRectProfilerMarkerPrivateStatic—
0x08s_MarkerTessellateBorderProfilerMarkerPrivateStatic—
0x08s_AllEdgesEdges[]PrivateStatic—

Functions 26

SignatureFlagsNativeParams
void TessellateRect(const RectangleParams& rectParams, float posZ, const AllocMeshData& meshAlloc, bool computeUVs)PublicStatic—0xC8
void TessellateQuad(const RectangleParams& rectParams, float posZ, const AllocMeshData& meshAlloc)PublicStatic—0xC8
void TessellateBorder(const BorderParams& borderParams, float posZ, const AllocMeshData& meshAlloc)PublicStatic—0xB8
void TessellateRoundedCorners(ref RectangleParams& rectParams, float posZ, MeshWriteData mesh, const ColorPage& colorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic—0xC8
void TessellateRoundedBorders(ref BorderParams& border, float posZ, MeshWriteData mesh, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic—0xB8
void TessellateRoundedCorner(const Rect& rect, const Color32& color, float posZ, const Vector2& radius, MeshWriteData mesh, const ColorPage& colorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic—0x10
void TessellateRoundedBorder(const Rect& rect, const Color32& leftColor, const Color32& topColor, float posZ, const Vector2& radius, float leftWidth, float topWidth, MeshWriteData mesh, const ColorPage& leftColorPage, const ColorPage& topColorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x10
Vector2 IntersectLines(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& p3)PrivateStatic0x08
int LooseCompare(float a, float b)PrivateStatic0x04
void TessellateComplexBorderCorner(const Rect& rect, const Vector2& radius, float leftWidth, float topWidth, const Color32& leftColor, const Color32& topColor, float posZ, MeshWriteData mesh, const ColorPage& leftColorPage, const ColorPage& topColorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x10
void TessellateQuad(const Rect& rect, const Color32& color, float posZ, MeshWriteData mesh, const ColorPage& colorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x10
void TessellateQuad(const Rect& rect, const Edges& smoothedEdges, const Color32& color, float posZ, MeshWriteData mesh, const ColorPage& colorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x10
int EdgesCount(const Edges& edges)PrivateStatic0x04
void TessellateQuad(const Rect& rect, const Edges& smoothedEdges, const Vector2*& offsets, const Color32& color, float posZ, MeshWriteData mesh, const ColorPage& colorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x10
void EncodeStraightArc(ref Vertex& v0, ref Vertex& v1, ref Vertex& center, float radius)PrivateStatic0x3C
void ExpandTriangle(ref Vector3& v0, ref Vector3& v1, const Vector3& center, float factor)PrivateStatic0x0C
void TessellateQuadSingleEdge(const Rect& rect, const Edges& smoothedEdge, const Color32& color, float posZ, MeshWriteData mesh, const ColorPage& colorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x10
void TessellateStraightBorder(const Rect& rect, const Edges& smoothedEdge, float miterOffset, const Color& color, float posZ, MeshWriteData mesh, const ColorPage& colorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x10
Vector4 GetInterpolatedCircle(const Vector2& p, ref Vertex& v0, ref Vertex& v1, ref Vertex& v2)PrivateStatic0x3C
void ComputeBarycentricCoordinates(const Vector2& p, const Vector2& a, const Vector2& b, const Vector2& c, ref float& u, ref float& v, ref float& w)PrivateStatic0x08
void TessellateFilledFan(const Vector2& center, const Vector2& radius, const Vector2& miterOffset, float leftWidth, float topWidth, const Color32& leftColor, const Color32& topColor, float posZ, MeshWriteData mesh, const ColorPage& leftColorPage, const ColorPage& topColorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x08
void TessellateBorderedFan(const Vector2& center, const Vector2& outerRadius, float leftWidth, float topWidth, const Color32& leftColor, const Color32& topColor, float posZ, MeshWriteData mesh, const ColorPage& leftColorPage, const ColorPage& topColorPage, ref ushort& vertexCount, ref ushort& indexCount, bool countOnly)PrivateStatic0x08
void MirrorVertices(const Rect& rect, const NativeSlice<UnityEngine.UIElements.Vertex>& vertices, int vertexStart, int vertexCount, bool flipHorizontal)PrivateStatic0x10
void FlipWinding(const NativeSlice<System.UInt16>& indices, int indexStart, int indexCount)PrivateStatic0x10
void ComputeUVs(const Rect& tessellatedRect, const Rect& textureRect, const Rect& uvRegion, const NativeSlice<UnityEngine.UIElements.Vertex>& vertices)PrivateStatic0x10
void .cctor()PrivateStatic+1 flags0x00