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Object
Path2
public bool cacheProperties<>():bool public
public Path2 Path2<>(
List<Vector2> points=,
points:List<Vector2>=,
):Path2 public
public Path2 Path2<>(
Vector2[] points=,
points:Vector2[]=,
):Path2 public
public List<Vector2> get_points<>():List<Vector2> public
public String ToString<>():String public
public Void ApplyTransform<>(
Transform2D transform2D=,
transform2D:Transform2D=,
):Void public
public Void MirrorX<>(
float offset=,
offset:float=,
):Void public
public int get_numPoints<>():int public
public bool get_empty<>():bool public
public Void ClearCachedProperties<>():Void public
public Void SetWindingDirection<>(
bool clockwise=,
clockwise:bool=,
):Void public
public bool get_isClockwise<>():bool public
public Shape2 ToShape2<>():Shape2 public
public Vector2 get_leftTop<>():Vector2 public
public Vector2 get_rightBottom<>():Vector2 public
public Vector2 get_center<>():Vector2 public
public Void AddToNavigationPolygon<>(
NavigationPolygon polygon=,
polygon:NavigationPolygon=,
):Void public
static public Int32[] CreateIndices<>(
int amount=,
amount:int=,
):Int32[] static public
static public Path2 AsXZFrom<>(
Curve3D curve3D=,
curve3D:Curve3D=,
bool closed=,
closed:bool=,
int resolution=,
resolution:int=,
):Path2 static public
static public Path2 AsXZFrom<>(
Curve3 curve3=,
curve3:Curve3=,
bool closed=,
closed:bool=,
int resolution=,
resolution:int=,
):Path2 static public
public bool PointInPath<>(
Vector2 p=,
p:Vector2=,
bool fast=,
fast:bool=,
bool checkBoundingBox=,
checkBoundingBox:bool=,
):bool public
public bool PointInPathFast<>(
Vector2 point=,
point:Vector2=,
bool checkBoundingBox=,
checkBoundingBox:bool=,
):bool public
public Path2 Clone<>():Path2 public
public bool PointInPathReliable<>(
Vector2 point=,
point:Vector2=,
bool checkBoundingBox=,
checkBoundingBox:bool=,
):bool public
public bool CheckPointInPathFast<>(
Vector2 point=,
point:Vector2=,
Vector2 endPoint=,
endPoint:Vector2=,
):bool public
public List<Vector3> AsTriangleFan<>(
bool close=,
close:bool=,
):List<Vector3> public
public Void Reverse<>():Void public
public Void PositionJitter<>(
float max=,
max:float=,
Vector2 scale=,
scale:Vector2=,
Vector2 offset=,
offset:Vector2=,
RandomEngine random=,
random:RandomEngine=,
):Void public
public String ToSVGPath<>():String public
public MeshGeometry CreateMeshGeometry<>():MeshGeometry public
static public Path2 Circle<>(
Vector2 center=,
center:Vector2=,
float radius=,
radius:float=,
int resolution=,
resolution:int=,
):Path2 static public
static public float AbsoluteDeltaAngleFromRadiansToDegrees<>(
float rA=,
rA:float=,
float rB=,
rB:float=,
):float static public
static public Shape2 Union<>(
Path2 a=,
a:Path2=,
Path2 b=,
b:Path2=,
):Shape2 static public
static public Path2 ToLinearXZPath<>(
Path3D path3D=,
path3D:Path3D=,
):Path2 static public
static public List<IntPoint> ToClipperPath<>(
Path2 path=,
path:Path2=,
Double scale=,
scale:Double=,
):List<IntPoint> static public
static public Path2 FromClipperPath<>(
List<IntPoint> clipperPath=,
clipperPath:List<IntPoint>=,
Double scale=,
scale:Double=,
):Path2 static public
static public Shape2 Boolean<>(
Path2 a=,
a:Path2=,
Path2 b=,
b:Path2=,
PolyBooleanOperation booleanOperation=,
booleanOperation:PolyBooleanOperation=,
bool simplify=,
simplify:bool=,
):Shape2 static public












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