A* Pathfinding Project  3.8.2
The A* Pathfinding Project for Unity 3D
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Polygon Member List

This is the complete list of members for Polygon, including all inherited members.

ClosestPointOnTriangle(Vector3[] triangle, Vector3 point)Polygonstatic
ClosestPointOnTriangle(Vector3 tr0, Vector3 tr1, Vector3 tr2, Vector3 point)Polygonstatic
ContainsPoint(Vector3 a, Vector3 b, Vector3 c, Vector3 p)Polygonstatic
ContainsPoint(Int3 a, Int3 b, Int3 c, Int3 p)Polygonstatic
ContainsPoint(Int2 a, Int2 b, Int2 c, Int2 p)Polygonstatic
ContainsPoint(Vector3[] polyPoints, Vector3 p)Polygonstatic
ContainsPoint(Vector2[] polyPoints, Vector2 p)Polygonstatic
ContainsPointXZ(Vector3 a, Vector3 b, Vector3 c, Vector3 p)Polygonstatic
ContainsPointXZ(Int3 a, Int3 b, Int3 c, Int3 p)Polygonstatic
ContainsPointXZ(Vector3[] polyPoints, Vector3 p)Polygonstatic
ConvexHull(Vector3[] points)Polygonstatic
ConvexHullXZ(Vector3[] points)Polygonstatic
DistanceSegmentSegment3D(Vector3 s1, Vector3 e1, Vector3 s2, Vector3 e2)Polygonstatic
IntersectionFactor(Int3 start1, Int3 end1, Int3 start2, Int3 end2, out float factor1, out float factor2)Polygonstatic
IntersectionFactor(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out float factor1, out float factor2)Polygonstatic
IntersectionFactor(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)Polygonstatic
IntersectionFactorRay(Int3 start1, Int3 end1, Int3 start2, Int3 end2)Polygonstatic
IntersectionFactorRaySegment(Int3 start1, Int3 end1, Int3 start2, Int3 end2)Polygonstatic
IntersectionPoint(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)Polygonstatic
IntersectionPoint(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects)Polygonstatic
IntersectionPoint(Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2)Polygonstatic
IntersectionPoint(Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2, out bool intersects)Polygonstatic
IntersectionPointOptimized(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2)Polygonstatic
IntersectionPointOptimized(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2, out bool intersects)Polygonstatic
Intersects(Int2 start1, Int2 end1, Int2 start2, Int2 end2)Polygonstatic
Intersects(Int3 start1, Int3 end1, Int3 start2, Int3 end2)Polygonstatic
Intersects(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)Polygonstatic
IntersectsUnclamped(Vector3 a, Vector3 b, Vector3 a2, Vector3 b2)Polygonstatic
IsClockwise(Vector3 a, Vector3 b, Vector3 c)Polygonstatic
IsClockwise(Int3 a, Int3 b, Int3 c)Polygonstatic
IsClockwiseMargin(Vector3 a, Vector3 b, Vector3 c)Polygonstatic
IsClockwiseMargin(Int3 a, Int3 b, Int3 c)Polygonstatic
IsClockwiseMargin(Int2 a, Int2 b, Int2 c)Polygonstatic
IsColinear(Int3 a, Int3 b, Int3 c)Polygonstatic
IsColinear(Vector3 a, Vector3 b, Vector3 c)Polygonstatic
IsColinearAlmost(Int3 a, Int3 b, Int3 c)Polygonstatic
Left(Vector3 a, Vector3 b, Vector3 p)Polygonstatic
Left(Vector2 a, Vector2 b, Vector2 p)Polygonstatic
Left(Int3 a, Int3 b, Int3 p)Polygonstatic
Left(Int2 a, Int2 b, Int2 p)Polygonstatic
LeftNotColinear(Vector3 a, Vector3 b, Vector3 p)Polygonstatic
LeftNotColinear(Int3 a, Int3 b, Int3 p)Polygonstatic
LineIntersectsBounds(Bounds bounds, Vector3 a, Vector3 b)Polygonstatic
SegmentIntersectionPoint(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects)Polygonstatic
Subdivide(Vector3[] path, int subdivisions)Polygonstatic
TriangleArea(Int3 a, Int3 b, Int3 c)Polygonstatic
TriangleArea(Vector3 a, Vector3 b, Vector3 c)Polygonstatic
TriangleArea2(Int3 a, Int3 b, Int3 c)Polygonstatic
TriangleArea2(Vector3 a, Vector3 b, Vector3 c)Polygonstatic