using UnityEngine;
using TMPro;
using System.Runtime.CompilerServices;
// Shapes © Freya Holmér - https://twitter.com/FreyaHolmer/
// Website & Documentation - https://acegikmo.com/shapes/
// this file is auto-generated by CodegenDrawOverloads
namespace Shapes {
public static partial class Draw {
/// Draws a line from start to endThe starting point of this lineThe endpoint of this line
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end ) => Line_Internal( LineEndCaps, ThicknessSpace, start, end, Color, Color, Thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe color of the line
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, Color color ) => Line_Internal( LineEndCaps, ThicknessSpace, start, end, color, color, Thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe color at the starting pointThe color at the endpoint
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, Color colorStart, Color colorEnd ) => Line_Internal( LineEndCaps, ThicknessSpace, start, end, colorStart, colorEnd, Thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe thickness of the line
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, float thickness ) => Line_Internal( LineEndCaps, ThicknessSpace, start, end, Color, Color, thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe thickness of the lineThe color of the line
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, float thickness, Color color ) => Line_Internal( LineEndCaps, ThicknessSpace, start, end, color, color, thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe thickness of the lineThe color at the starting pointThe color at the endpoint
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, float thickness, Color colorStart, Color colorEnd ) => Line_Internal( LineEndCaps, ThicknessSpace, start, end, colorStart, colorEnd, thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe type of end caps to use
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, LineEndCap endCaps ) => Line_Internal( endCaps, ThicknessSpace, start, end, Color, Color, Thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe type of end caps to useThe color of the line
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, LineEndCap endCaps, Color color ) => Line_Internal( endCaps, ThicknessSpace, start, end, color, color, Thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe type of end caps to useThe color at the starting pointThe color at the endpoint
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, LineEndCap endCaps, Color colorStart, Color colorEnd ) => Line_Internal( endCaps, ThicknessSpace, start, end, colorStart, colorEnd, Thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe thickness of the lineThe type of end caps to use
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, float thickness, LineEndCap endCaps ) => Line_Internal( endCaps, ThicknessSpace, start, end, Color, Color, thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe thickness of the lineThe type of end caps to useThe color of the line
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, float thickness, LineEndCap endCaps, Color color ) => Line_Internal( endCaps, ThicknessSpace, start, end, color, color, thickness );
/// Draws a line from start to endThe starting point of this lineThe endpoint of this lineThe thickness of the lineThe type of end caps to useThe color at the starting pointThe color at the endpoint
[MethodImpl( INLINE )] public static void Line( Vector3 start, Vector3 end, float thickness, LineEndCap endCaps, Color colorStart, Color colorEnd ) => Line_Internal( endCaps, ThicknessSpace, start, end, colorStart, colorEnd, thickness );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statements
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path ) => Polyline_Internal( path, false, PolylineGeometry, PolylineJoins, Thickness, ThicknessSpace, Color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhether or not this polyline should be a closed loop
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, bool closed ) => Polyline_Internal( path, closed, PolylineGeometry, PolylineJoins, Thickness, ThicknessSpace, Color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsThe thickness of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, float thickness ) => Polyline_Internal( path, false, PolylineGeometry, PolylineJoins, thickness, ThicknessSpace, Color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhether or not this polyline should be a closed loopThe thickness of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, bool closed, float thickness ) => Polyline_Internal( path, closed, PolylineGeometry, PolylineJoins, thickness, ThicknessSpace, Color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhat type of joins to use
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, PolylineJoins joins ) => Polyline_Internal( path, false, PolylineGeometry, joins, Thickness, ThicknessSpace, Color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhether or not this polyline should be a closed loopWhat type of joins to use
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, bool closed, PolylineJoins joins ) => Polyline_Internal( path, closed, PolylineGeometry, joins, Thickness, ThicknessSpace, Color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsThe thickness of the polylineWhat type of joins to use
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, float thickness, PolylineJoins joins ) => Polyline_Internal( path, false, PolylineGeometry, joins, thickness, ThicknessSpace, Color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhether or not this polyline should be a closed loopThe thickness of the polylineWhat type of joins to use
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, bool closed, float thickness, PolylineJoins joins ) => Polyline_Internal( path, closed, PolylineGeometry, joins, thickness, ThicknessSpace, Color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsThe color of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, Color color ) => Polyline_Internal( path, false, PolylineGeometry, PolylineJoins, Thickness, ThicknessSpace, color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhether or not this polyline should be a closed loopThe color of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, bool closed, Color color ) => Polyline_Internal( path, closed, PolylineGeometry, PolylineJoins, Thickness, ThicknessSpace, color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsThe thickness of the polylineThe color of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, float thickness, Color color ) => Polyline_Internal( path, false, PolylineGeometry, PolylineJoins, thickness, ThicknessSpace, color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhether or not this polyline should be a closed loopThe thickness of the polylineThe color of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, bool closed, float thickness, Color color ) => Polyline_Internal( path, closed, PolylineGeometry, PolylineJoins, thickness, ThicknessSpace, color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhat type of joins to useThe color of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, PolylineJoins joins, Color color ) => Polyline_Internal( path, false, PolylineGeometry, joins, Thickness, ThicknessSpace, color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhether or not this polyline should be a closed loopWhat type of joins to useThe color of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, bool closed, PolylineJoins joins, Color color ) => Polyline_Internal( path, closed, PolylineGeometry, joins, Thickness, ThicknessSpace, color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsThe thickness of the polylineWhat type of joins to useThe color of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, float thickness, PolylineJoins joins, Color color ) => Polyline_Internal( path, false, PolylineGeometry, joins, thickness, ThicknessSpace, color );
/// Draws a polyline, given an existing polyline pathThe path to use when drawing. Note: be sure to call myPolylinePath.Dispose() when you are done with it, or use it inside of using-statementsWhether or not this polyline should be a closed loopThe thickness of the polylineWhat type of joins to useThe color of the polyline
[MethodImpl( INLINE )] public static void Polyline( PolylinePath path, bool closed, float thickness, PolylineJoins joins, Color color ) => Polyline_Internal( path, closed, PolylineGeometry, joins, thickness, ThicknessSpace, color );
/// Draws a simple polygon, given an existing polygon pathThe path to use when drawing. Note: Be be sure to call myPolygonPath.Dispose() when you are done with it, or use it inside of using-statements
[MethodImpl( INLINE )] public static void Polygon( PolygonPath path ) => Polygon_Internal( path, PolygonTriangulation, Color );
/// Draws a simple polygon, given an existing polygon pathThe path to use when drawing. Note: Be be sure to call myPolygonPath.Dispose() when you are done with it, or use it inside of using-statementsThe color of the polygon
[MethodImpl( INLINE )] public static void Polygon( PolygonPath path, Color color ) => Polygon_Internal( path, PolygonTriangulation, color );
/// Draws a simple polygon, given an existing polygon pathThe path to use when drawing. Note: Be be sure to call myPolygonPath.Dispose() when you are done with it, or use it inside of using-statementsThe triangulation method to use. Some of these are computationally faster than others, but only works for certain shapes
[MethodImpl( INLINE )] public static void Polygon( PolygonPath path, PolygonTriangulation triangulation ) => Polygon_Internal( path, triangulation, Color );
/// Draws a simple polygon, given an existing polygon pathThe path to use when drawing. Note: Be be sure to call myPolygonPath.Dispose() when you are done with it, or use it inside of using-statementsThe triangulation method to use. Some of these are computationally faster than others, but only works for certain shapesThe color of the polygon
[MethodImpl( INLINE )] public static void Polygon( PolygonPath path, PolygonTriangulation triangulation, Color color ) => Polygon_Internal( path, triangulation, color );
/// Draws a regular polygonThe position of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, float radius ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, float radius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, float radius, float angle ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, float radius, float angle, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, float radius, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, float radius, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, int sideCount ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, Radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, int sideCount, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, Radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, int sideCount, float radius ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, int sideCount, float radius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, int sideCount, float radius, float angle ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, int sideCount, float radius, float angle, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, int sideCount, float radius, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, int sideCount, float radius, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, float radius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, float radius, float angle ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, float radius, float angle, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, float radius, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, float radius, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, int sideCount ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, Radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, int sideCount, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, Radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, int sideCount, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, int sideCount, float radius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, int sideCount, float radius, float angle ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, int sideCount, float radius, float angle, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, int sideCount, float radius, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Vector3 normal, int sideCount, float radius, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, float radius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, float radius, float angle ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, float radius, float angle, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, float radius, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, float radius, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, int sideCount ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, Radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, int sideCount, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, Radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, int sideCount, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, int sideCount, float radius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, int sideCount, float radius, float angle ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, int sideCount, float radius, float angle, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, int sideCount, float radius, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Vector3 pos, Quaternion rot, int sideCount, float radius, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, color, false, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon() => RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, Color, false, 0f, 0f );
/// Draws a regular polygonThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, color, false, 0f, 0f );
/// Draws a regular polygonThe radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygon( float radius ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, 0f, 0f );
/// Draws a regular polygonThe radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( float radius, Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, 0f, 0f );
/// Draws a regular polygonThe radius from center to vertexAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygon( float radius, float angle ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, 0f, angle );
/// Draws a regular polygonThe radius from center to vertexAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( float radius, float angle, Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, 0f, angle );
/// Draws a regular polygonThe radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygon( float radius, float angle, float roundness ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, false, roundness, angle );
/// Draws a regular polygonThe radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( float radius, float angle, float roundness, Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, false, roundness, angle );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!
[MethodImpl( INLINE )] public static void RegularPolygon( int sideCount ) => RegularPolygon_Internal( sideCount, Radius, Thickness, Color, false, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( int sideCount, Color color ) => RegularPolygon_Internal( sideCount, Radius, Thickness, color, false, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygon( int sideCount, float radius ) => RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( int sideCount, float radius, Color color ) => RegularPolygon_Internal( sideCount, radius, Thickness, color, false, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygon( int sideCount, float radius, float angle ) => RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, 0f, angle );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( int sideCount, float radius, float angle, Color color ) => RegularPolygon_Internal( sideCount, radius, Thickness, color, false, 0f, angle );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygon( int sideCount, float radius, float angle, float roundness ) => RegularPolygon_Internal( sideCount, radius, Thickness, Color, false, roundness, angle );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygon( int sideCount, float radius, float angle, float roundness, Color color ) => RegularPolygon_Internal( sideCount, radius, Thickness, color, false, roundness, angle );
/// Draws a regular polygonThe position of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, float radius ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, float radius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexThe thickness of the border
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexThe thickness of the borderThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, float radius, float thickness, float angle ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, float radius, float thickness, float angle, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, float radius, float thickness, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, float radius, float thickness, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, Radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, Radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, float radius ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, float radius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the border
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, float radius, float thickness, float angle ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, float radius, float thickness, float angle, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, float radius, float thickness, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, int sideCount, float radius, float thickness, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, float radius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexThe thickness of the border
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexThe thickness of the borderThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, float radius, float thickness, float angle ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, float radius, float thickness, float angle, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, float radius, float thickness, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, float radius, float thickness, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, Radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, Radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, float radius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the border
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, float radius, float thickness, float angle ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, float radius, float thickness, float angle, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, float radius, float thickness, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe normal direction of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Vector3 normal, int sideCount, float radius, float thickness, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, float radius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexThe thickness of the border
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexThe thickness of the borderThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, float radius, float thickness, float angle ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, float radius, float thickness, float angle, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, float radius, float thickness, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, float radius, float thickness, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, Radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, Radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, float radius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, Thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the border
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, 0f, 0f );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, float radius, float thickness, float angle ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, float radius, float thickness, float angle, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, 0f, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, float radius, float thickness, float angle, float roundness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, Color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygonThe position of the regular polygonThe orientation of the regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Vector3 pos, Quaternion rot, int sideCount, float radius, float thickness, float angle, float roundness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
RegularPolygon_Internal( sideCount, radius, thickness, color, true, roundness, angle );
Draw.PopMatrix();
}
/// Draws a regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder() => RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, Color, true, 0f, 0f );
/// Draws a regular polygonThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, Radius, Thickness, color, true, 0f, 0f );
/// Draws a regular polygonThe radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygonBorder( float radius ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, Color, true, 0f, 0f );
/// Draws a regular polygonThe radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( float radius, Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, Thickness, color, true, 0f, 0f );
/// Draws a regular polygonThe radius from center to vertexThe thickness of the border
[MethodImpl( INLINE )] public static void RegularPolygonBorder( float radius, float thickness ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, 0f, 0f );
/// Draws a regular polygonThe radius from center to vertexThe thickness of the borderThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( float radius, float thickness, Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, 0f, 0f );
/// Draws a regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygonBorder( float radius, float thickness, float angle ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, 0f, angle );
/// Draws a regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( float radius, float thickness, float angle, Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, 0f, angle );
/// Draws a regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygonBorder( float radius, float thickness, float angle, float roundness ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, Color, true, roundness, angle );
/// Draws a regular polygonThe radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( float radius, float thickness, float angle, float roundness, Color color ) => RegularPolygon_Internal( RegularPolygonSideCount, radius, thickness, color, true, roundness, angle );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount ) => RegularPolygon_Internal( sideCount, Radius, Thickness, Color, true, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, Color color ) => RegularPolygon_Internal( sideCount, Radius, Thickness, color, true, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertex
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, float radius ) => RegularPolygon_Internal( sideCount, radius, Thickness, Color, true, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, float radius, Color color ) => RegularPolygon_Internal( sideCount, radius, Thickness, color, true, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the border
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, float radius, float thickness ) => RegularPolygon_Internal( sideCount, radius, thickness, Color, true, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, float radius, float thickness, Color color ) => RegularPolygon_Internal( sideCount, radius, thickness, color, true, 0f, 0f );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radians
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, float radius, float thickness, float angle ) => RegularPolygon_Internal( sideCount, radius, thickness, Color, true, 0f, angle );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, float radius, float thickness, float angle, Color color ) => RegularPolygon_Internal( sideCount, radius, thickness, color, true, 0f, angle );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, float radius, float thickness, float angle, float roundness ) => RegularPolygon_Internal( sideCount, radius, thickness, Color, true, roundness, angle );
/// Draws a regular polygonNumber of sides of this regular polygon. 3 = triangle, 5 = pentagon, 6 = hexagon, and so on!The radius from center to vertexThe thickness of the borderAngular offset in radiansA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the regular polygon
[MethodImpl( INLINE )] public static void RegularPolygonBorder( int sideCount, float radius, float thickness, float angle, float roundness, Color color ) => RegularPolygon_Internal( sideCount, radius, thickness, color, true, roundness, angle );
/// Draws a solid filled discThe position of the disc
[MethodImpl( INLINE )] public static void Disc( Vector3 pos ) {
Draw.PushMatrix();
Draw.Translate( pos );
Disc_Internal( Radius, Color );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe color of the disc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Disc_Internal( Radius, colors );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe radius of this disc
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, float radius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Disc_Internal( radius, Color );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe radius of this discThe color of the disc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, float radius, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Disc_Internal( radius, colors );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe normal direction of the disc
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, Vector3 normal ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Disc_Internal( Radius, Color );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe normal direction of the discThe color of the disc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, Vector3 normal, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Disc_Internal( Radius, colors );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe normal direction of the discThe radius of this disc
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, Vector3 normal, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Disc_Internal( radius, Color );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe normal direction of the discThe radius of this discThe color of the disc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, Vector3 normal, float radius, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Disc_Internal( radius, colors );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe orientation of the disc
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, Quaternion rot ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Disc_Internal( Radius, Color );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe orientation of the discThe color of the disc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, Quaternion rot, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Disc_Internal( Radius, colors );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe orientation of the discThe radius of this disc
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, Quaternion rot, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Disc_Internal( radius, Color );
Draw.PopMatrix();
}
/// Draws a solid filled discThe position of the discThe orientation of the discThe radius of this discThe color of the disc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Disc( Vector3 pos, Quaternion rot, float radius, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Disc_Internal( radius, colors );
Draw.PopMatrix();
}
/// Draws a solid filled disc
[MethodImpl( INLINE )] public static void Disc() => Disc_Internal( Radius, Color );
/// Draws a solid filled discThe color of the disc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Disc( DiscColors colors ) => Disc_Internal( Radius, colors );
/// Draws a solid filled discThe radius of this disc
[MethodImpl( INLINE )] public static void Disc( float radius ) => Disc_Internal( radius, Color );
/// Draws a solid filled discThe radius of this discThe color of the disc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Disc( float radius, DiscColors colors ) => Disc_Internal( radius, colors );
/// Draws a ring (circle)The position of the ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos ) {
Draw.PushMatrix();
Draw.Translate( pos );
Ring_Internal( Radius, Thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Ring_Internal( Radius, Thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe radius of this ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, float radius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Ring_Internal( radius, Thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe radius of this ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, float radius, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Ring_Internal( radius, Thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe radius of this ringThe thickness of the ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
Ring_Internal( radius, thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe radius of this ringThe thickness of the ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, float radius, float thickness, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Ring_Internal( radius, thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe normal direction of the ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Vector3 normal ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Ring_Internal( Radius, Thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe normal direction of the ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Vector3 normal, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Ring_Internal( Radius, Thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe normal direction of the ringThe radius of this ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Vector3 normal, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Ring_Internal( radius, Thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe normal direction of the ringThe radius of this ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Vector3 normal, float radius, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Ring_Internal( radius, Thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe normal direction of the ringThe radius of this ringThe thickness of the ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Vector3 normal, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Ring_Internal( radius, thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe normal direction of the ringThe radius of this ringThe thickness of the ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Vector3 normal, float radius, float thickness, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Ring_Internal( radius, thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe orientation of the ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Quaternion rot ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Ring_Internal( Radius, Thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe orientation of the ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Quaternion rot, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Ring_Internal( Radius, Thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe orientation of the ringThe radius of this ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Quaternion rot, float radius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Ring_Internal( radius, Thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe orientation of the ringThe radius of this ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Quaternion rot, float radius, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Ring_Internal( radius, Thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe orientation of the ringThe radius of this ringThe thickness of the ring
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Quaternion rot, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Ring_Internal( radius, thickness, Color );
Draw.PopMatrix();
}
/// Draws a ring (circle)The position of the ringThe orientation of the ringThe radius of this ringThe thickness of the ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( Vector3 pos, Quaternion rot, float radius, float thickness, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Ring_Internal( radius, thickness, colors );
Draw.PopMatrix();
}
/// Draws a ring (circle)
[MethodImpl( INLINE )] public static void Ring() => Ring_Internal( Radius, Thickness, Color );
/// Draws a ring (circle)The color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( DiscColors colors ) => Ring_Internal( Radius, Thickness, colors );
/// Draws a ring (circle)The radius of this ring
[MethodImpl( INLINE )] public static void Ring( float radius ) => Ring_Internal( radius, Thickness, Color );
/// Draws a ring (circle)The radius of this ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( float radius, DiscColors colors ) => Ring_Internal( radius, Thickness, colors );
/// Draws a ring (circle)The radius of this ringThe thickness of the ring
[MethodImpl( INLINE )] public static void Ring( float radius, float thickness ) => Ring_Internal( radius, thickness, Color );
/// Draws a ring (circle)The radius of this ringThe thickness of the ringThe color of the ring. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Ring( float radius, float thickness, DiscColors colors ) => Ring_Internal( radius, thickness, colors );
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe start angle of the pie, in radiansThe end angle of the pie, in radians
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Translate( pos );
Pie_Internal( Radius, Color, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe start angle of the pie, in radiansThe end angle of the pie, in radiansThe color of the pie. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Pie_Internal( Radius, colors, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe radius of this pieThe start angle of the pie, in radiansThe end angle of the pie, in radians
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, float radius, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Translate( pos );
Pie_Internal( radius, Color, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe radius of this pieThe start angle of the pie, in radiansThe end angle of the pie, in radiansThe color of the pie. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, float radius, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Pie_Internal( radius, colors, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe normal direction of the pieThe start angle of the pie, in radiansThe end angle of the pie, in radians
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, Vector3 normal, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Pie_Internal( Radius, Color, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe normal direction of the pieThe start angle of the pie, in radiansThe end angle of the pie, in radiansThe color of the pie. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, Vector3 normal, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Pie_Internal( Radius, colors, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe normal direction of the pieThe radius of this pieThe start angle of the pie, in radiansThe end angle of the pie, in radians
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, Vector3 normal, float radius, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Pie_Internal( radius, Color, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe normal direction of the pieThe radius of this pieThe start angle of the pie, in radiansThe end angle of the pie, in radiansThe color of the pie. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, Vector3 normal, float radius, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Pie_Internal( radius, colors, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe orientation of the pieThe start angle of the pie, in radiansThe end angle of the pie, in radians
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, Quaternion rot, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Pie_Internal( Radius, Color, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe orientation of the pieThe start angle of the pie, in radiansThe end angle of the pie, in radiansThe color of the pie. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, Quaternion rot, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Pie_Internal( Radius, colors, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe orientation of the pieThe radius of this pieThe start angle of the pie, in radiansThe end angle of the pie, in radians
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, Quaternion rot, float radius, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Pie_Internal( radius, Color, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe position of the pieThe orientation of the pieThe radius of this pieThe start angle of the pie, in radiansThe end angle of the pie, in radiansThe color of the pie. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Pie( Vector3 pos, Quaternion rot, float radius, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Pie_Internal( radius, colors, angleRadStart, angleRadEnd );
Draw.PopMatrix();
}
/// Draws a solid filled pie shape, using start/end anglesThe start angle of the pie, in radiansThe end angle of the pie, in radians
[MethodImpl( INLINE )] public static void Pie( float angleRadStart, float angleRadEnd ) => Pie_Internal( Radius, Color, angleRadStart, angleRadEnd );
/// Draws a solid filled pie shape, using start/end anglesThe start angle of the pie, in radiansThe end angle of the pie, in radiansThe color of the pie. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Pie( float angleRadStart, float angleRadEnd, DiscColors colors ) => Pie_Internal( Radius, colors, angleRadStart, angleRadEnd );
/// Draws a solid filled pie shape, using start/end anglesThe radius of this pieThe start angle of the pie, in radiansThe end angle of the pie, in radians
[MethodImpl( INLINE )] public static void Pie( float radius, float angleRadStart, float angleRadEnd ) => Pie_Internal( radius, Color, angleRadStart, angleRadEnd );
/// Draws a solid filled pie shape, using start/end anglesThe radius of this pieThe start angle of the pie, in radiansThe end angle of the pie, in radiansThe color of the pie. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Pie( float radius, float angleRadStart, float angleRadEnd, DiscColors colors ) => Pie_Internal( radius, colors, angleRadStart, angleRadEnd );
/// Draws a circular arc, using start/end anglesThe position of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( Radius, Thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( Radius, Thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( Radius, Thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( Radius, Thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float radius, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( radius, Thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float radius, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( radius, Thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float radius, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( radius, Thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float radius, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( radius, Thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float radius, float thickness, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( radius, thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float radius, float thickness, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( radius, thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float radius, float thickness, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( radius, thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, float radius, float thickness, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Translate( pos );
Arc_Internal( radius, thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( Radius, Thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( Radius, Thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( Radius, Thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( Radius, Thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float radius, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( radius, Thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float radius, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( radius, Thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float radius, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( radius, Thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float radius, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( radius, Thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float radius, float thickness, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( radius, thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float radius, float thickness, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( radius, thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float radius, float thickness, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( radius, thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe normal direction of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Vector3 normal, float radius, float thickness, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Arc_Internal( radius, thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( Radius, Thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( Radius, Thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( Radius, Thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( Radius, Thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float radius, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( radius, Thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float radius, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( radius, Thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float radius, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( radius, Thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float radius, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( radius, Thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float radius, float thickness, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( radius, thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float radius, float thickness, float angleRadStart, float angleRadEnd, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( radius, thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float radius, float thickness, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( radius, thickness, Color, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe position of the arcThe orientation of the arcThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( Vector3 pos, Quaternion rot, float radius, float thickness, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Arc_Internal( radius, thickness, colors, angleRadStart, angleRadEnd, endCaps );
Draw.PopMatrix();
}
/// Draws a circular arc, using start/end anglesThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( float angleRadStart, float angleRadEnd ) => Arc_Internal( Radius, Thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
/// Draws a circular arc, using start/end anglesThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( float angleRadStart, float angleRadEnd, DiscColors colors ) => Arc_Internal( Radius, Thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
/// Draws a circular arc, using start/end anglesThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) => Arc_Internal( Radius, Thickness, Color, angleRadStart, angleRadEnd, endCaps );
/// Draws a circular arc, using start/end anglesThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) => Arc_Internal( Radius, Thickness, colors, angleRadStart, angleRadEnd, endCaps );
/// Draws a circular arc, using start/end anglesThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( float radius, float angleRadStart, float angleRadEnd ) => Arc_Internal( radius, Thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
/// Draws a circular arc, using start/end anglesThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( float radius, float angleRadStart, float angleRadEnd, DiscColors colors ) => Arc_Internal( radius, Thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
/// Draws a circular arc, using start/end anglesThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( float radius, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) => Arc_Internal( radius, Thickness, Color, angleRadStart, angleRadEnd, endCaps );
/// Draws a circular arc, using start/end anglesThe radius of this arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( float radius, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) => Arc_Internal( radius, Thickness, colors, angleRadStart, angleRadEnd, endCaps );
/// Draws a circular arc, using start/end anglesThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radians
[MethodImpl( INLINE )] public static void Arc( float radius, float thickness, float angleRadStart, float angleRadEnd ) => Arc_Internal( radius, thickness, Color, angleRadStart, angleRadEnd, ArcEndCap.None );
/// Draws a circular arc, using start/end anglesThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( float radius, float thickness, float angleRadStart, float angleRadEnd, DiscColors colors ) => Arc_Internal( radius, thickness, colors, angleRadStart, angleRadEnd, ArcEndCap.None );
/// Draws a circular arc, using start/end anglesThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arc
[MethodImpl( INLINE )] public static void Arc( float radius, float thickness, float angleRadStart, float angleRadEnd, ArcEndCap endCaps ) => Arc_Internal( radius, thickness, Color, angleRadStart, angleRadEnd, endCaps );
/// Draws a circular arc, using start/end anglesThe radius of this arcThe thickness of the arcThe start angle of the arc, in radiansThe end angle of the arc, in radiansWhat type of end caps to use on the arcThe color of the arc. This can be either a single color, or you can use DiscColor.Radial(), DiscColors.Angular() or DiscColors.Bilinear() for gradients
[MethodImpl( INLINE )] public static void Arc( float radius, float thickness, float angleRadStart, float angleRadEnd, ArcEndCap endCaps, DiscColors colors ) => Arc_Internal( radius, thickness, colors, angleRadStart, angleRadEnd, endCaps );
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Rect rect ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Rect rect, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Rect rect, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Rect rect, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Rect rect, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Rect rect, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Rect rect ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Rect rect, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Rect rect, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Rect rect, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Rect rect, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Rect rect, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Rect rect ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Rect rect, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Rect rect, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Rect rect, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Rect rect, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, rect, Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Rect rect, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, rect, color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( size ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, RectPivot.Center.GetRect( width, height ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe shape of the rectangle in local space
[MethodImpl( INLINE )] public static void Rectangle( Rect rect ) => Rectangle_Internal( BlendMode, false, rect, Color, Thickness, default );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Rect rect, Color color ) => Rectangle_Internal( BlendMode, false, rect, color, Thickness, default );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Rect rect, float cornerRadius ) => Rectangle_Internal( BlendMode, false, rect, Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Rect rect, float cornerRadius, Color color ) => Rectangle_Internal( BlendMode, false, rect, color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Rect rect, Vector4 cornerRadii ) => Rectangle_Internal( BlendMode, false, rect, Color, Thickness, cornerRadii );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Rect rect, Vector4 cornerRadii, Color color ) => Rectangle_Internal( BlendMode, false, rect, color, Thickness, cornerRadii );
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should be
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, RectPivot pivot ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, RectPivot pivot, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, RectPivot pivot, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, RectPivot pivot, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, RectPivot pivot, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector2 size, RectPivot pivot, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should be
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, RectPivot pivot ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, RectPivot pivot, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, RectPivot pivot, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, RectPivot pivot, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, RectPivot pivot, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, float width, float height, RectPivot pivot, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should be
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should be
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should be
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( size ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should be
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded corners
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), Color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void Rectangle( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, false, pivot.GetRect( width, height ), color, Thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Rect rect, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Rect rect, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, rect, color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Rect rect, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Rect rect, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, rect, color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Rect rect, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Rect rect, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, rect, color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Rect rect, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Rect rect, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, rect, color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Rect rect, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Rect rect, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, rect, color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Rect rect, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Rect rect, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, rect, color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Rect rect, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Rect rect, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, rect, color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Rect rect, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Rect rect, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, rect, color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Rect rect, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, rect, Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Rect rect, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, rect, color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( size ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, RectPivot.Center.GetRect( width, height ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Rect rect, float thickness ) => Rectangle_Internal( BlendMode, true, rect, Color, thickness, default );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Rect rect, float thickness, Color color ) => Rectangle_Internal( BlendMode, true, rect, color, thickness, default );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Rect rect, float thickness, float cornerRadius ) => Rectangle_Internal( BlendMode, true, rect, Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Rect rect, float thickness, float cornerRadius, Color color ) => Rectangle_Internal( BlendMode, true, rect, color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Rect rect, float thickness, Vector4 cornerRadii ) => Rectangle_Internal( BlendMode, true, rect, Color, thickness, cornerRadii );
/// Draws a rectangle with a given sizeThe shape of the rectangle in local spaceThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Rect rect, float thickness, Vector4 cornerRadii, Color color ) => Rectangle_Internal( BlendMode, true, rect, color, thickness, cornerRadii );
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, RectPivot pivot, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, RectPivot pivot, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, RectPivot pivot, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, RectPivot pivot, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, RectPivot pivot, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector2 size, RectPivot pivot, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, RectPivot pivot, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, RectPivot pivot, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, RectPivot pivot, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, RectPivot pivot, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, RectPivot pivot, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, float width, float height, RectPivot pivot, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, Vector2 size, RectPivot pivot, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe normal direction of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Vector3 normal, float width, float height, RectPivot pivot, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe size of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, Vector2 size, RectPivot pivot, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( size ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular border
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, default );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded corners
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, float thickness, float cornerRadius ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius of rounded cornersThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, float thickness, float cornerRadius, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, new Vector4( cornerRadius, cornerRadius, cornerRadius, cornerRadius ) );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom left
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, float thickness, Vector4 cornerRadii ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), Color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a rectangle with a given sizeThe position of the rectangleThe orientation of the rectangleThe width of the rectangle in local spaceThe height of the rectangle in local spaceSet where the pivot of this rectangle should beThe thickness of the rectangular borderThe radius for each corner when rounded. The order is clockwise from the bottom leftThe color of the rectangle
[MethodImpl( INLINE )] public static void RectangleBorder( Vector3 pos, Quaternion rot, float width, float height, RectPivot pivot, float thickness, Vector4 cornerRadii, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Rectangle_Internal( BlendMode, true, pivot.GetRect( width, height ), color, thickness, cornerRadii );
Draw.PopMatrix();
}
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third point
[MethodImpl( INLINE )] public static void Triangle( Vector3 a, Vector3 b, Vector3 c ) => Triangle_Internal( a, b, c, false, Thickness, 0f, Color, Color, Color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe color of the triangle
[MethodImpl( INLINE )] public static void Triangle( Vector3 a, Vector3 b, Vector3 c, Color color ) => Triangle_Internal( a, b, c, false, Thickness, 0f, color, color, color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe color of the first pointThe color of the second pointThe color of the third point
[MethodImpl( INLINE )] public static void Triangle( Vector3 a, Vector3 b, Vector3 c, Color colorA, Color colorB, Color colorC ) => Triangle_Internal( a, b, c, false, Thickness, 0f, colorA, colorB, colorC );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void Triangle( Vector3 a, Vector3 b, Vector3 c, float roundness ) => Triangle_Internal( a, b, c, false, Thickness, roundness, Color, Color, Color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the triangle
[MethodImpl( INLINE )] public static void Triangle( Vector3 a, Vector3 b, Vector3 c, float roundness, Color color ) => Triangle_Internal( a, b, c, false, Thickness, roundness, color, color, color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the first pointThe color of the second pointThe color of the third point
[MethodImpl( INLINE )] public static void Triangle( Vector3 a, Vector3 b, Vector3 c, float roundness, Color colorA, Color colorB, Color colorC ) => Triangle_Internal( a, b, c, false, Thickness, roundness, colorA, colorB, colorC );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third point
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c ) => Triangle_Internal( a, b, c, true, Thickness, 0f, Color, Color, Color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe color of the triangle
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c, Color color ) => Triangle_Internal( a, b, c, true, Thickness, 0f, color, color, color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe color of the first pointThe color of the second pointThe color of the third point
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c, Color colorA, Color colorB, Color colorC ) => Triangle_Internal( a, b, c, true, Thickness, 0f, colorA, colorB, colorC );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe thickness of the border
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c, float thickness ) => Triangle_Internal( a, b, c, true, thickness, 0f, Color, Color, Color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe thickness of the borderThe color of the triangle
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c, float thickness, Color color ) => Triangle_Internal( a, b, c, true, thickness, 0f, color, color, color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe thickness of the borderThe color of the first pointThe color of the second pointThe color of the third point
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c, float thickness, Color colorA, Color colorB, Color colorC ) => Triangle_Internal( a, b, c, true, thickness, 0f, colorA, colorB, colorC );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe thickness of the borderA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully rounded
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c, float thickness, float roundness ) => Triangle_Internal( a, b, c, true, thickness, roundness, Color, Color, Color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe thickness of the borderA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the triangle
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c, float thickness, float roundness, Color color ) => Triangle_Internal( a, b, c, true, thickness, roundness, color, color, color );
/// Draws a triangle with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe thickness of the borderA value from 0 to 1 setting how rounded the corners should be. 0 means sharp, 1 means fully roundedThe color of the first pointThe color of the second pointThe color of the third point
[MethodImpl( INLINE )] public static void TriangleBorder( Vector3 a, Vector3 b, Vector3 c, float thickness, float roundness, Color colorA, Color colorB, Color colorC ) => Triangle_Internal( a, b, c, true, thickness, roundness, colorA, colorB, colorC );
/// Draws a quad with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third point
[MethodImpl( INLINE )] public static void Quad( Vector3 a, Vector3 b, Vector3 c ) => Quad_Internal( a, b, c, a + ( c - b ), Color, Color, Color, Color );
/// Draws a quad with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe color of the quad
[MethodImpl( INLINE )] public static void Quad( Vector3 a, Vector3 b, Vector3 c, Color color ) => Quad_Internal( a, b, c, a + ( c - b ), color, color, color, color );
/// Draws a quad with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe color of the first pointThe color of the second pointThe color of the third pointThe color of the fourth point
[MethodImpl( INLINE )] public static void Quad( Vector3 a, Vector3 b, Vector3 c, Color colorA, Color colorB, Color colorC, Color colorD ) => Quad_Internal( a, b, c, a + ( c - b ), colorA, colorB, colorC, colorD );
/// Draws a quad with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe position of the fourth point
[MethodImpl( INLINE )] public static void Quad( Vector3 a, Vector3 b, Vector3 c, Vector3 d ) => Quad_Internal( a, b, c, d, Color, Color, Color, Color );
/// Draws a quad with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe position of the fourth pointThe color of the quad
[MethodImpl( INLINE )] public static void Quad( Vector3 a, Vector3 b, Vector3 c, Vector3 d, Color color ) => Quad_Internal( a, b, c, d, color, color, color, color );
/// Draws a quad with arbitrary vertex positions and colorsThe position of the first pointThe position of the second pointThe position of the third pointThe position of the fourth pointThe color of the first pointThe color of the second pointThe color of the third pointThe color of the fourth point
[MethodImpl( INLINE )] public static void Quad( Vector3 a, Vector3 b, Vector3 c, Vector3 d, Color colorA, Color colorB, Color colorC, Color colorD ) => Quad_Internal( a, b, c, d, colorA, colorB, colorC, colorD );
/// Draws a 3D sphere with a given radiusThe position of the sphere
[MethodImpl( INLINE )] public static void Sphere( Vector3 pos ) {
Draw.PushMatrix();
Draw.Translate( pos );
Sphere_Internal( Radius, Color );
Draw.PopMatrix();
}
/// Draws a 3D sphere with a given radiusThe position of the sphereThe radius of this sphere
[MethodImpl( INLINE )] public static void Sphere( Vector3 pos, float radius ) {
Draw.PushMatrix();
Draw.Translate( pos );
Sphere_Internal( radius, Color );
Draw.PopMatrix();
}
/// Draws a 3D sphere with a given radiusThe position of the sphereThe color of the sphere
[MethodImpl( INLINE )] public static void Sphere( Vector3 pos, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Sphere_Internal( Radius, color );
Draw.PopMatrix();
}
/// Draws a 3D sphere with a given radiusThe position of the sphereThe radius of this sphereThe color of the sphere
[MethodImpl( INLINE )] public static void Sphere( Vector3 pos, float radius, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Sphere_Internal( radius, color );
Draw.PopMatrix();
}
/// Draws a 3D sphere with a given radius
[MethodImpl( INLINE )] public static void Sphere() => Sphere_Internal( Radius, Color );
/// Draws a 3D sphere with a given radiusThe radius of this sphere
[MethodImpl( INLINE )] public static void Sphere( float radius ) => Sphere_Internal( radius, Color );
/// Draws a 3D sphere with a given radiusThe color of the sphere
[MethodImpl( INLINE )] public static void Sphere( Color color ) => Sphere_Internal( Radius, color );
/// Draws a 3D sphere with a given radiusThe radius of this sphereThe color of the sphere
[MethodImpl( INLINE )] public static void Sphere( float radius, Color color ) => Sphere_Internal( radius, color );
/// Draws a 3D cuboid with a given sizeThe position of the cuboid
[MethodImpl( INLINE )] public static void Cuboid( Vector3 pos, Vector3 size ) {
Draw.PushMatrix();
Draw.Translate( pos );
Cuboid_Internal( size, Color );
Draw.PopMatrix();
}
/// Draws a 3D cuboid with a given sizeThe position of the cuboidThe color of the cuboid
[MethodImpl( INLINE )] public static void Cuboid( Vector3 pos, Vector3 size, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Cuboid_Internal( size, color );
Draw.PopMatrix();
}
/// Draws a 3D cuboid with a given sizeThe position of the cuboidThe normal direction of the cuboid
[MethodImpl( INLINE )] public static void Cuboid( Vector3 pos, Vector3 normal, Vector3 size ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Cuboid_Internal( size, Color );
Draw.PopMatrix();
}
/// Draws a 3D cuboid with a given sizeThe position of the cuboidThe normal direction of the cuboidThe color of the cuboid
[MethodImpl( INLINE )] public static void Cuboid( Vector3 pos, Vector3 normal, Vector3 size, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Cuboid_Internal( size, color );
Draw.PopMatrix();
}
/// Draws a 3D cuboid with a given sizeThe position of the cuboidThe orientation of the cuboid
[MethodImpl( INLINE )] public static void Cuboid( Vector3 pos, Quaternion rot, Vector3 size ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Cuboid_Internal( size, Color );
Draw.PopMatrix();
}
/// Draws a 3D cuboid with a given sizeThe position of the cuboidThe orientation of the cuboidThe color of the cuboid
[MethodImpl( INLINE )] public static void Cuboid( Vector3 pos, Quaternion rot, Vector3 size, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Cuboid_Internal( size, color );
Draw.PopMatrix();
}
/// Draws a 3D cuboid with a given size
[MethodImpl( INLINE )] public static void Cuboid( Vector3 size ) => Cuboid_Internal( size, Color );
/// Draws a 3D cuboid with a given sizeThe color of the cuboid
[MethodImpl( INLINE )] public static void Cuboid( Vector3 size, Color color ) => Cuboid_Internal( size, color );
/// Draws a 3D cube with a given sizeThe position of the cube
[MethodImpl( INLINE )] public static void Cube( Vector3 pos, float size ) {
Draw.PushMatrix();
Draw.Translate( pos );
Cuboid_Internal( new Vector3( size, size, size ), Color );
Draw.PopMatrix();
}
/// Draws a 3D cube with a given sizeThe position of the cubeThe color of the cube
[MethodImpl( INLINE )] public static void Cube( Vector3 pos, float size, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Cuboid_Internal( new Vector3( size, size, size ), color );
Draw.PopMatrix();
}
/// Draws a 3D cube with a given sizeThe position of the cubeThe normal direction of the cube
[MethodImpl( INLINE )] public static void Cube( Vector3 pos, Vector3 normal, float size ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Cuboid_Internal( new Vector3( size, size, size ), Color );
Draw.PopMatrix();
}
/// Draws a 3D cube with a given sizeThe position of the cubeThe normal direction of the cubeThe color of the cube
[MethodImpl( INLINE )] public static void Cube( Vector3 pos, Vector3 normal, float size, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Cuboid_Internal( new Vector3( size, size, size ), color );
Draw.PopMatrix();
}
/// Draws a 3D cube with a given sizeThe position of the cubeThe orientation of the cube
[MethodImpl( INLINE )] public static void Cube( Vector3 pos, Quaternion rot, float size ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Cuboid_Internal( new Vector3( size, size, size ), Color );
Draw.PopMatrix();
}
/// Draws a 3D cube with a given sizeThe position of the cubeThe orientation of the cubeThe color of the cube
[MethodImpl( INLINE )] public static void Cube( Vector3 pos, Quaternion rot, float size, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Cuboid_Internal( new Vector3( size, size, size ), color );
Draw.PopMatrix();
}
/// Draws a 3D cube with a given size
[MethodImpl( INLINE )] public static void Cube( float size ) => Cuboid_Internal( new Vector3( size, size, size ), Color );
/// Draws a 3D cube with a given sizeThe color of the cube
[MethodImpl( INLINE )] public static void Cube( float size, Color color ) => Cuboid_Internal( new Vector3( size, size, size ), color );
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe radius of the base of the coneThe length/height of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, float radius, float length ) {
Draw.PushMatrix();
Draw.Translate( pos );
Cone_Internal( radius, length, true, Color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe radius of the base of the coneThe length/height of the coneWhether or not the base cap should be filled or hollow
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, float radius, float length, bool fillCap ) {
Draw.PushMatrix();
Draw.Translate( pos );
Cone_Internal( radius, length, fillCap, Color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe radius of the base of the coneThe length/height of the coneThe color of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, float radius, float length, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Cone_Internal( radius, length, true, color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe radius of the base of the coneThe length/height of the coneWhether or not the base cap should be filled or hollowThe color of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, float radius, float length, bool fillCap, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Cone_Internal( radius, length, fillCap, color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe normal direction of the coneThe radius of the base of the coneThe length/height of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, Vector3 normal, float radius, float length ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Cone_Internal( radius, length, true, Color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe normal direction of the coneThe radius of the base of the coneThe length/height of the coneWhether or not the base cap should be filled or hollow
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, Vector3 normal, float radius, float length, bool fillCap ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Cone_Internal( radius, length, fillCap, Color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe normal direction of the coneThe radius of the base of the coneThe length/height of the coneThe color of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, Vector3 normal, float radius, float length, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Cone_Internal( radius, length, true, color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe normal direction of the coneThe radius of the base of the coneThe length/height of the coneWhether or not the base cap should be filled or hollowThe color of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, Vector3 normal, float radius, float length, bool fillCap, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Cone_Internal( radius, length, fillCap, color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe orientation of the coneThe radius of the base of the coneThe length/height of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, Quaternion rot, float radius, float length ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Cone_Internal( radius, length, true, Color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe orientation of the coneThe radius of the base of the coneThe length/height of the coneWhether or not the base cap should be filled or hollow
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, Quaternion rot, float radius, float length, bool fillCap ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Cone_Internal( radius, length, fillCap, Color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe orientation of the coneThe radius of the base of the coneThe length/height of the coneThe color of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, Quaternion rot, float radius, float length, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Cone_Internal( radius, length, true, color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe position of the coneThe orientation of the coneThe radius of the base of the coneThe length/height of the coneWhether or not the base cap should be filled or hollowThe color of the cone
[MethodImpl( INLINE )] public static void Cone( Vector3 pos, Quaternion rot, float radius, float length, bool fillCap, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Cone_Internal( radius, length, fillCap, color );
Draw.PopMatrix();
}
/// Draws a 3D cone with a given radius and lengthThe radius of the base of the coneThe length/height of the cone
[MethodImpl( INLINE )] public static void Cone( float radius, float length ) => Cone_Internal( radius, length, true, Color );
/// Draws a 3D cone with a given radius and lengthThe radius of the base of the coneThe length/height of the coneWhether or not the base cap should be filled or hollow
[MethodImpl( INLINE )] public static void Cone( float radius, float length, bool fillCap ) => Cone_Internal( radius, length, fillCap, Color );
/// Draws a 3D cone with a given radius and lengthThe radius of the base of the coneThe length/height of the coneThe color of the cone
[MethodImpl( INLINE )] public static void Cone( float radius, float length, Color color ) => Cone_Internal( radius, length, true, color );
/// Draws a 3D cone with a given radius and lengthThe radius of the base of the coneThe length/height of the coneWhether or not the base cap should be filled or hollowThe color of the cone
[MethodImpl( INLINE )] public static void Cone( float radius, float length, bool fillCap, Color color ) => Cone_Internal( radius, length, fillCap, color );
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe radius of this torusThe thickness of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Translate( pos );
Torus_Internal( radius, thickness, 0, ShapesMath.TAU, Color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe radius of this torusThe thickness of the torusThe color of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Torus_Internal( radius, thickness, 0, ShapesMath.TAU, color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe normal direction of the torusThe radius of this torusThe thickness of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, Vector3 normal, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Torus_Internal( radius, thickness, 0, ShapesMath.TAU, Color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe normal direction of the torusThe radius of this torusThe thickness of the torusThe color of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, Vector3 normal, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Torus_Internal( radius, thickness, 0, ShapesMath.TAU, color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe orientation of the torusThe radius of this torusThe thickness of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, Quaternion rot, float radius, float thickness ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Torus_Internal( radius, thickness, 0, ShapesMath.TAU, Color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe orientation of the torusThe radius of this torusThe thickness of the torusThe color of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, Quaternion rot, float radius, float thickness, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Torus_Internal( radius, thickness, 0, ShapesMath.TAU, color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe radius of this torusThe thickness of the torus
[MethodImpl( INLINE )] public static void Torus( float radius, float thickness ) => Torus_Internal( radius, thickness, 0, ShapesMath.TAU, Color );
/// Draws a 3D torus with a given radius and thicknessThe radius of this torusThe thickness of the torusThe color of the torus
[MethodImpl( INLINE )] public static void Torus( float radius, float thickness, Color color ) => Torus_Internal( radius, thickness, 0, ShapesMath.TAU, color );
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe radius of this torusThe thickness of the torusThe start angle of the torus, in radiansThe end angle of the torus, in radians
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, float radius, float thickness, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Translate( pos );
Torus_Internal( radius, thickness, angleRadStart, angleRadEnd, Color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe radius of this torusThe thickness of the torusThe start angle of the torus, in radiansThe end angle of the torus, in radiansThe color of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, float radius, float thickness, float angleRadStart, float angleRadEnd, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Torus_Internal( radius, thickness, angleRadStart, angleRadEnd, color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe normal direction of the torusThe radius of this torusThe thickness of the torusThe start angle of the torus, in radiansThe end angle of the torus, in radians
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, Vector3 normal, float radius, float thickness, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Torus_Internal( radius, thickness, angleRadStart, angleRadEnd, Color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe normal direction of the torusThe radius of this torusThe thickness of the torusThe start angle of the torus, in radiansThe end angle of the torus, in radiansThe color of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, Vector3 normal, float radius, float thickness, float angleRadStart, float angleRadEnd, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, Quaternion.LookRotation( normal ), Vector3.one );
Torus_Internal( radius, thickness, angleRadStart, angleRadEnd, color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe orientation of the torusThe radius of this torusThe thickness of the torusThe start angle of the torus, in radiansThe end angle of the torus, in radians
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, Quaternion rot, float radius, float thickness, float angleRadStart, float angleRadEnd ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Torus_Internal( radius, thickness, angleRadStart, angleRadEnd, Color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe position of the torusThe orientation of the torusThe radius of this torusThe thickness of the torusThe start angle of the torus, in radiansThe end angle of the torus, in radiansThe color of the torus
[MethodImpl( INLINE )] public static void Torus( Vector3 pos, Quaternion rot, float radius, float thickness, float angleRadStart, float angleRadEnd, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Torus_Internal( radius, thickness, angleRadStart, angleRadEnd, color );
Draw.PopMatrix();
}
/// Draws a 3D torus with a given radius and thicknessThe radius of this torusThe thickness of the torusThe start angle of the torus, in radiansThe end angle of the torus, in radians
[MethodImpl( INLINE )] public static void Torus( float radius, float thickness, float angleRadStart, float angleRadEnd ) => Torus_Internal( radius, thickness, angleRadStart, angleRadEnd, Color );
/// Draws a 3D torus with a given radius and thicknessThe radius of this torusThe thickness of the torusThe start angle of the torus, in radiansThe end angle of the torus, in radiansThe color of the torus
[MethodImpl( INLINE )] public static void Torus( float radius, float thickness, float angleRadStart, float angleRadEnd, Color color ) => Torus_Internal( radius, thickness, angleRadStart, angleRadEnd, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to display
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, Font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TextAlign align ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, Font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, float fontSize ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, Font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TextAlign align, float fontSize ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, Font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TextAlign align, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TextAlign align, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, Font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TextAlign align, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, Font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, Font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TextAlign align, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, Font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TextAlign align, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, element, default, default, font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to display
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, Font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TextAlign align ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, Font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, float fontSize ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, Font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TextAlign align, float fontSize ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, Font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TextAlign align, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TextAlign align, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, Font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TextAlign align, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, Font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, Font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TextAlign align, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, Font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TextAlign align, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, Vector3 pos, Quaternion rot, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, element, default, default, font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to display
[MethodImpl( INLINE )] public static void Text( TextElement element, string content ) => Text_Internal( false, content, element, default, default, Font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TextAlign align ) => Text_Internal( false, content, element, default, default, Font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, float fontSize ) => Text_Internal( false, content, element, default, default, Font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TextAlign align, float fontSize ) => Text_Internal( false, content, element, default, default, Font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TMP_FontAsset font ) => Text_Internal( false, content, element, default, default, font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TextAlign align, TMP_FontAsset font ) => Text_Internal( false, content, element, default, default, font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, float fontSize, TMP_FontAsset font ) => Text_Internal( false, content, element, default, default, font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TextAlign align, float fontSize, TMP_FontAsset font ) => Text_Internal( false, content, element, default, default, font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, Color color ) => Text_Internal( false, content, element, default, default, Font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TextAlign align, Color color ) => Text_Internal( false, content, element, default, default, Font, FontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, float fontSize, Color color ) => Text_Internal( false, content, element, default, default, Font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TextAlign align, float fontSize, Color color ) => Text_Internal( false, content, element, default, default, Font, fontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TMP_FontAsset font, Color color ) => Text_Internal( false, content, element, default, default, font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TextAlign align, TMP_FontAsset font, Color color ) => Text_Internal( false, content, element, default, default, font, FontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, float fontSize, TMP_FontAsset font, Color color ) => Text_Internal( false, content, element, default, default, font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( TextElement element, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) => Text_Internal( false, content, element, default, default, font, fontSize, align, color );
/// Draws text using Text Mesh ProThe position of the textThe text to display
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, Font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TextAlign align ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, Font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, float fontSize ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, Font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TextAlign align, float fontSize ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, Font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe font to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TextAlign align, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TextAlign align, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, Font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TextAlign align, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, Font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, Font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TextAlign align, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, Font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TextAlign align, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( false, content, null, default, default, font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to display
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, Font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TextAlign align ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, Font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, float fontSize ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, Font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TextAlign align, float fontSize ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, Font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe font to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TextAlign align, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TextAlign align, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, Font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TextAlign align, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, Font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, Font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TextAlign align, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, Font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TextAlign align, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textThe orientation of the textThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( Vector3 pos, Quaternion rot, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( false, content, null, default, default, font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text to display
[MethodImpl( INLINE )] public static void Text( string content ) => Text_Internal( false, content, null, default, default, Font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( string content, TextAlign align ) => Text_Internal( false, content, null, default, default, Font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void Text( string content, float fontSize ) => Text_Internal( false, content, null, default, default, Font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void Text( string content, TextAlign align, float fontSize ) => Text_Internal( false, content, null, default, default, Font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe text to displayThe font to use
[MethodImpl( INLINE )] public static void Text( string content, TMP_FontAsset font ) => Text_Internal( false, content, null, default, default, font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( string content, TextAlign align, TMP_FontAsset font ) => Text_Internal( false, content, null, default, default, font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( string content, float fontSize, TMP_FontAsset font ) => Text_Internal( false, content, null, default, default, font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void Text( string content, TextAlign align, float fontSize, TMP_FontAsset font ) => Text_Internal( false, content, null, default, default, font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe text to displayThe color of the text
[MethodImpl( INLINE )] public static void Text( string content, Color color ) => Text_Internal( false, content, null, default, default, Font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( string content, TextAlign align, Color color ) => Text_Internal( false, content, null, default, default, Font, FontSize, align, color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( string content, float fontSize, Color color ) => Text_Internal( false, content, null, default, default, Font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe text alignment to useThe color of the text
[MethodImpl( INLINE )] public static void Text( string content, TextAlign align, float fontSize, Color color ) => Text_Internal( false, content, null, default, default, Font, fontSize, align, color );
/// Draws text using Text Mesh ProThe text to displayThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( string content, TMP_FontAsset font, Color color ) => Text_Internal( false, content, null, default, default, font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( string content, TextAlign align, TMP_FontAsset font, Color color ) => Text_Internal( false, content, null, default, default, font, FontSize, align, color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( string content, float fontSize, TMP_FontAsset font, Color color ) => Text_Internal( false, content, null, default, default, font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the text
[MethodImpl( INLINE )] public static void Text( string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) => Text_Internal( false, content, null, default, default, font, fontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to display
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, Font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, Font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, float fontSize ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, Font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, Font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, Font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, Font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, Font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, Font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, element, pivot, size, font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to display
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, Font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, Font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, float fontSize ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, Font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, Font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, Font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, Font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, Font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, Font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, element, pivot, size, font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to display
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content ) => Text_Internal( true, content, element, pivot, size, Font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TextAlign align ) => Text_Internal( true, content, element, pivot, size, Font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, float fontSize ) => Text_Internal( true, content, element, pivot, size, Font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize ) => Text_Internal( true, content, element, pivot, size, Font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font ) => Text_Internal( true, content, element, pivot, size, font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font ) => Text_Internal( true, content, element, pivot, size, font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font ) => Text_Internal( true, content, element, pivot, size, font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font ) => Text_Internal( true, content, element, pivot, size, font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, Color color ) => Text_Internal( true, content, element, pivot, size, Font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TextAlign align, Color color ) => Text_Internal( true, content, element, pivot, size, Font, FontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, float fontSize, Color color ) => Text_Internal( true, content, element, pivot, size, Font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, Color color ) => Text_Internal( true, content, element, pivot, size, Font, fontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font, Color color ) => Text_Internal( true, content, element, pivot, size, font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font, Color color ) => Text_Internal( true, content, element, pivot, size, font, FontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font, Color color ) => Text_Internal( true, content, element, pivot, size, font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) => Text_Internal( true, content, element, pivot, size, font, fontSize, align, color );
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to display
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, Font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, Font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, float fontSize ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, Font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, Font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, Font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, Font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, Font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, Font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Translate( pos );
Text_Internal( true, content, null, pivot, size, font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to display
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, Font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, Font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, float fontSize ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, Font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, Font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, font, FontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, font, FontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, font, fontSize, TextAlign, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, font, fontSize, align, Color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, Font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, Font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, Font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, Font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, font, FontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, font, FontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, font, fontSize, TextAlign, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe position of the textrectThe orientation of the textrectThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector3 pos, Quaternion rot, Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) {
Draw.PushMatrix();
Draw.Matrix *= Matrix4x4.TRS( pos, rot, Vector3.one );
Text_Internal( true, content, null, pivot, size, font, fontSize, align, color );
Draw.PopMatrix();
}
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to display
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content ) => Text_Internal( true, content, null, pivot, size, Font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TextAlign align ) => Text_Internal( true, content, null, pivot, size, Font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, float fontSize ) => Text_Internal( true, content, null, pivot, size, Font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize ) => Text_Internal( true, content, null, pivot, size, Font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TMP_FontAsset font ) => Text_Internal( true, content, null, pivot, size, font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font ) => Text_Internal( true, content, null, pivot, size, font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font ) => Text_Internal( true, content, null, pivot, size, font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font ) => Text_Internal( true, content, null, pivot, size, font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, Color color ) => Text_Internal( true, content, null, pivot, size, Font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TextAlign align, Color color ) => Text_Internal( true, content, null, pivot, size, Font, FontSize, align, color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, float fontSize, Color color ) => Text_Internal( true, content, null, pivot, size, Font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, Color color ) => Text_Internal( true, content, null, pivot, size, Font, fontSize, align, color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TMP_FontAsset font, Color color ) => Text_Internal( true, content, null, pivot, size, font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TextAlign align, TMP_FontAsset font, Color color ) => Text_Internal( true, content, null, pivot, size, font, FontSize, align, color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, float fontSize, TMP_FontAsset font, Color color ) => Text_Internal( true, content, null, pivot, size, font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe normalized pivot of the local space rectangle for text positioning, like Unity's RectTransformThe local space size of the rectangle to draw text the inThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Vector2 pivot, Vector2 size, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) => Text_Internal( true, content, null, pivot, size, font, fontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to display
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content ) => TextRect_Internal( content, element, rect, Font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TextAlign align ) => TextRect_Internal( content, element, rect, Font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, float fontSize ) => TextRect_Internal( content, element, rect, Font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TextAlign align, float fontSize ) => TextRect_Internal( content, element, rect, Font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TMP_FontAsset font ) => TextRect_Internal( content, element, rect, font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TextAlign align, TMP_FontAsset font ) => TextRect_Internal( content, element, rect, font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, float fontSize, TMP_FontAsset font ) => TextRect_Internal( content, element, rect, font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TextAlign align, float fontSize, TMP_FontAsset font ) => TextRect_Internal( content, element, rect, font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, Color color ) => TextRect_Internal( content, element, rect, Font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TextAlign align, Color color ) => TextRect_Internal( content, element, rect, Font, FontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, float fontSize, Color color ) => TextRect_Internal( content, element, rect, Font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TextAlign align, float fontSize, Color color ) => TextRect_Internal( content, element, rect, Font, fontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TMP_FontAsset font, Color color ) => TextRect_Internal( content, element, rect, font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TextAlign align, TMP_FontAsset font, Color color ) => TextRect_Internal( content, element, rect, font, FontSize, align, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, float fontSize, TMP_FontAsset font, Color color ) => TextRect_Internal( content, element, rect, font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe text element to use when drawing this textThe local space rectangle to display text withinThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( TextElement element, Rect rect, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) => TextRect_Internal( content, element, rect, font, fontSize, align, color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to display
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content ) => TextRect_Internal( content, null, rect, Font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TextAlign align ) => TextRect_Internal( content, null, rect, Font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, float fontSize ) => TextRect_Internal( content, null, rect, Font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe text alignment to use
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TextAlign align, float fontSize ) => TextRect_Internal( content, null, rect, Font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe font to use
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TMP_FontAsset font ) => TextRect_Internal( content, null, rect, font, FontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TextAlign align, TMP_FontAsset font ) => TextRect_Internal( content, null, rect, font, FontSize, align, Color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, float fontSize, TMP_FontAsset font ) => TextRect_Internal( content, null, rect, font, fontSize, TextAlign, Color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe text alignment to useThe font to use
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TextAlign align, float fontSize, TMP_FontAsset font ) => TextRect_Internal( content, null, rect, font, fontSize, align, Color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, Color color ) => TextRect_Internal( content, null, rect, Font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TextAlign align, Color color ) => TextRect_Internal( content, null, rect, Font, FontSize, align, color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, float fontSize, Color color ) => TextRect_Internal( content, null, rect, Font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe text alignment to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TextAlign align, float fontSize, Color color ) => TextRect_Internal( content, null, rect, Font, fontSize, align, color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TMP_FontAsset font, Color color ) => TextRect_Internal( content, null, rect, font, FontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TextAlign align, TMP_FontAsset font, Color color ) => TextRect_Internal( content, null, rect, font, FontSize, align, color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, float fontSize, TMP_FontAsset font, Color color ) => TextRect_Internal( content, null, rect, font, fontSize, TextAlign, color );
/// Draws text using Text Mesh ProThe local space rectangle to display text withinThe text to displayThe text alignment to useThe text alignment to useThe font to useThe color of the textrect
[MethodImpl( INLINE )] public static void TextRect( Rect rect, string content, TextAlign align, float fontSize, TMP_FontAsset font, Color color ) => TextRect_Internal( content, null, rect, font, fontSize, align, color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe region to draw the texture inThe UV coordinates to use. Position will offset the texture, size will scale the texture. Default UVs to fit the texture: (0,0,1,1)
[MethodImpl( INLINE )] public static void Texture( Texture texture, Rect rect, Rect uvs ) => Texture_Internal( texture, rect, uvs, Color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe region to draw the texture inThe UV coordinates to use. Position will offset the texture, size will scale the texture. Default UVs to fit the texture: (0,0,1,1)The color of the texture
[MethodImpl( INLINE )] public static void Texture( Texture texture, Rect rect, Rect uvs, Color color ) => Texture_Internal( texture, rect, uvs, color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe region to draw the texture in
[MethodImpl( INLINE )] public static void Texture( Texture texture, Rect rect ) => Texture_RectFill_Internal( texture, rect, TextureFillMode.ScaleToFit, Color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe region to draw the texture inThe color of the texture
[MethodImpl( INLINE )] public static void Texture( Texture texture, Rect rect, Color color ) => Texture_RectFill_Internal( texture, rect, TextureFillMode.ScaleToFit, color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe region to draw the texture inHow to place the texture within the rectangle
[MethodImpl( INLINE )] public static void Texture( Texture texture, Rect rect, TextureFillMode fillMode ) => Texture_RectFill_Internal( texture, rect, fillMode, Color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe region to draw the texture inHow to place the texture within the rectangleThe color of the texture
[MethodImpl( INLINE )] public static void Texture( Texture texture, Rect rect, TextureFillMode fillMode, Color color ) => Texture_RectFill_Internal( texture, rect, fillMode, color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe center of the textureThe size of this texture
[MethodImpl( INLINE )] public static void Texture( Texture texture, Vector2 center, float size ) => Texture_PosSize_Internal( texture, center, size, TextureSizeMode.LongestSide, Color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe center of the textureThe size of this textureThe color of the texture
[MethodImpl( INLINE )] public static void Texture( Texture texture, Vector2 center, float size, Color color ) => Texture_PosSize_Internal( texture, center, size, TextureSizeMode.LongestSide, color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe center of the textureThe size of this textureHow to interpret the size value
[MethodImpl( INLINE )] public static void Texture( Texture texture, Vector2 center, float size, TextureSizeMode sizeMode ) => Texture_PosSize_Internal( texture, center, size, sizeMode, Color );
/// Draws a textureThe texture to draw. Its alpha channel will be used as transparency/intensityThe center of the textureThe size of this textureHow to interpret the size valueThe color of the texture
[MethodImpl( INLINE )] public static void Texture( Texture texture, Vector2 center, float size, TextureSizeMode sizeMode, Color color ) => Texture_PosSize_Internal( texture, center, size, sizeMode, color );
}
}