AddPathNode(VectorPoint point) | Blaze.VectorPath | inline |
AddPathNodeStart(VectorPoint point) | Blaze.VectorPath | inline |
AngleBetween(UnityEngine.Vector2 a, UnityEngine.Vector2 b) | Blaze.VectorPath | inlineprivatestatic |
Append(VectorPath path) | Blaze.VectorPath | inline |
Arc(float centerX, float centerY, float radius, float sAngle, float eAngle, bool counterClockwise) | Blaze.VectorPath | inline |
CheckClosed() | Blaze.VectorPath | inline |
Clear() | Blaze.VectorPath | inline |
Closed | Blaze.VectorPath | |
CloseLast() | Blaze.VectorPath | inline |
CloseNode | Blaze.VectorPath | |
ClosePath() | Blaze.VectorPath | inline |
ClosePathFast() | Blaze.VectorPath | inline |
Contains(float x, float y) | Blaze.VectorPath | inline |
Contains(float x, float y, VectorPoint from, VectorPoint to) | Blaze.VectorPath | inline |
CopyInto(VectorPath path) | Blaze.VectorPath | inline |
CopyPath() | Blaze.VectorPath | inline |
CopySection(VectorPoint p1, float c1, VectorPoint p2, float c2) | Blaze.VectorPath | inline |
CountNodes() | Blaze.VectorPath | inline |
CurveTo(float c1x, float c1y, float c2x, float c2y, float x, float y) | Blaze.VectorPath | inline |
EllipseArc(float rx, float ry, float xAxisRotation, float p1x, float p1y, bool largeArcFlag, bool sweepFlag) | Blaze.VectorPath | inline |
FirstPathNode | Blaze.VectorPath | |
Flip() | Blaze.VectorPath | inline |
GetContours() | Blaze.VectorPath | inline |
GetSignedArea() | Blaze.VectorPath | inline |
GetVertexCount(float accuracy) | Blaze.VectorPath | inline |
GetVertices(Vector3[] vertices, Vector3[] normals, float accuracy, float offsetX, float offsetY, float scale, ref int index, List< int > contourStarts) | Blaze.VectorPath | inline |
Height | Blaze.VectorPath | |
HoleSort() | Blaze.VectorPath | inline |
HoleSorted | Blaze.VectorPath | protected |
LatestPathNode | Blaze.VectorPath | |
Length() | Blaze.VectorPath | inline |
LineTo(float x, float y) | Blaze.VectorPath | inline |
MinX | Blaze.VectorPath | |
MinY | Blaze.VectorPath | |
Move(float byX, float byY) | Blaze.VectorPath | inline |
MoveTo(float x, float y) | Blaze.VectorPath | inline |
Nearest(float x, float y) | Blaze.VectorPath | inline |
Nearest(float x, float y, VectorPoint from, VectorPoint to) | Blaze.VectorPath | inline |
PathNodeCount | Blaze.VectorPath | |
QuadraticCurveTo(float cx, float cy, float x, float y) | Blaze.VectorPath | inline |
RecalculateBounds() | Blaze.VectorPath | inline |
RecalculateMeta() | Blaze.VectorPath | inline |
Remove(VectorPoint point) | Blaze.VectorPath | inline |
Replace(VectorPoint point, VectorPoint with) | Blaze.VectorPath | inline |
Scale(float by) | Blaze.VectorPath | inline |
Scale(float x, float y) | Blaze.VectorPath | inline |
SelectPoint(int index) | Blaze.VectorPath | inline |
Sheer(float by) | Blaze.VectorPath | inline |
SimplifyCurve() | Blaze.VectorPath | inline |
ToStraightLines() | Blaze.VectorPath | inline |
ToStraightLines(float accuracy) | Blaze.VectorPath | inline |
ToString() | Blaze.VectorPath | inline |
Transform(Matrix4x4 mat) | Blaze.VectorPath | inline |
TwoPI | Blaze.VectorPath | private |
Unclosed | Blaze.VectorPath | |
WasHoleSorted | Blaze.VectorPath | |
Width | Blaze.VectorPath | |