Table of Contents

Class GUtilities

Namespace
Pinwheel.Griffin
Assembly
Pinwheel.Polaris.Runtime.dll

Utility class for helper function

public static class GUtilities
Inheritance
GUtilities
Inherited Members

Properties

QuadMesh

Methods

AddIfNotContains<T>(IList<T>, IEnumerable<T>)
AddIfNotContains<T>(IList<T>, T)
AreSetEqual(ushort[], ushort[])
CalculateBarycentricCoord(Vector2, Vector2, Vector2, Vector2, ref Vector3)
ClearChildren(Transform)
Clone(AnimationCurve)
Clone(Gradient)
ContainIdenticalElements<T>(T[], T[])
CopyTo<T>(T[], T[])
CreateFullTransparentGradient()
CreateFullWhiteGradient()
CreateJaggedArray<T>(int, int)
CreatePreviewCamera(GameObject, float, float)
CreatePreviewGameObject(Mesh, Material, Vector3)
DestroyGameObjectWithUndo(GameObject)
DestroyGameobject(GameObject)
DestroyMeshArray(Mesh[])
DestroyObject(Object)
Ellipsis(string, int)
EnsureArrayLength<T>(ref T[], int)
EnsureDirectoryExists(string)
EnsureLengthSufficient(List<bool>, int)
EnsureLengthSufficient(List<string>, int)
EnsureLengthSufficient<T>(List<T>, int)
ExpandTrisUvCoord(Texture2D, Vector2[])
ExtractTerrainsFromOverlapTest(List<GOverlapTestResult>)
Fill<T>(NativeArray<T>, T)
Fill<T>(T[], T)
FlipY(Vector2)
GetAngleFromRay(Vector2)
GetBottomDirtyRect()
GetBottomLeftDirtyRect()
GetChildrenGameObjects(Transform)
GetChildrenTransforms(Transform)
GetColor(Color, float)
GetColorBilinear(Color[], int, int, Vector2)
GetFraction(float, float, float)
GetIndicesArray(int)
GetLeftDirtyRect()
GetLeftTopDirtyRect()
GetNearestMultiple(float, float)
GetOrCreateChildTransform(Transform, string)
GetPrimitiveMesh(PrimitiveType)
GetRectContainsPoints(params Vector2[])
GetRectContainsPoints(params Vector3[])
GetRightBottomDirtyRect()
GetRightDirtyRect()
GetShuffleIndicesArray(int)
GetTopDirtyRect()
GetTopRightDirtyRect()
GetUvRect(Vector2, Vector2, Vector2)
GetValueBilinear(float[], int, int, Vector2)
InverseLerpUnclamped(float, float, float)
IsInRange(float, float, float)
IsInRangeExclusive(float, float, float)
IsPointInCircumcircle(Vector2, Vector2, Vector2, Vector2)

https://en.wikipedia.org/wiki/Delaunay_triangulation#Algorithms

IsPointInCircumcircleXZ(Vector3, Vector3, Vector3, Vector3)
IsPointInsideQuadXZ(Vector3, Vector3[])
IsPrefabCamera(Camera)
IsRectContainPointExclusive(Rect, Vector2)
IsSceneViewOrGameCamera(Camera)
ListElementsToString<T>(IEnumerable<T>, string)
MarkCurrentSceneDirty()
MatchHeightMapSample(int, params Color[])
MergeRects(IEnumerable<Rect>)
Mul(Vector3, Vector3)
PointToNormalizedUnclampled(Rect, Vector2)
Repeat(char, int)
ResetArray<T>(ref T[], int, T)
ResetTransform(Transform, Transform)
RotateVectorAroundNormal(Vector3, Vector3, float)

https://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula

SetStaticRecursively(GameObject, bool)
ShuffleList<T>(List<T>)
Sum(int[,])
Swap<T>(List<T>, int, int)
TestOverlap(Rect, IEnumerable<Rect>)
To1DIndex(int, int, int)
To1dArray<T>(T[,])
To1dArray<T>(T[][])
ToX0Y(Vector2)
Vector2Cross(Vector2, Vector2)