|
| static int | TrimPathStart (DynamicArray< Vector2 > positions, BoundingRectangle rectangle) |
| |
| static int | TrimPathEnd (DynamicArray< Vector2 > positions, BoundingRectangle rectangle) |
| |
| static int | TrimPathStart (DynamicArray< Vector2 > positions, BoundingCircle circle) |
| |
| static int | TrimPathEnd (DynamicArray< Vector2 > positions, BoundingCircle circle) |
| |
| static void | GeneratePathNormals (DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, DynamicArray< Vector2 > normals) |
| |
| static void | QueuePath (FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth=0f) |
| |
| static void | QueuePath (FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth=0f) |
| |
| static void | QueuePath (FlatBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadius, float outerRadius, Color innerColor, Color outerColor, float miterLimit, float depth=0f) |
| |
| static void | QueuePath (FlatBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float miterLimit, float depth=0f) |
| |
| static void | QueuePath (TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth=0f) |
| |
| static void | QueuePath (TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth=0f) |
| |
| static void | QueuePath (TexturedBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadius, float outerRadius, Color innerColor, Color outerColor, float lengthScale, float lengthOffset, float miterLimit, float depth=0f) |
| |
| static void | QueuePath (TexturedBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float lengthScale, float lengthOffset, float miterLimit, float depth=0f) |
| |