70 for (
int i = 0; i <
m_vertices.Count; i += 3) {
88 List<Vector2> list =
new();
89 string[] array =
m_pointsString.Split([
";"], StringSplitOptions.None);
90 foreach (
string data
in array) {
94 for (
int j = 0; j < list.Count; j++) {
104 if (j <= list.Count - 2) {
109 float num = (float)Math.PI -
Vector2.
Angle(vector4, vector3);
110 float s = 0.5f *
Width / MathF.Tan(num / 2f);
112 float num2 = (float)Math.PI -
Vector2.
Angle(vector3, v);
113 float s2 = 0.5f *
Width / MathF.Tan(num2 / 2f);
121 if (j == list.Count - 1) {
readonly DynamicArray< VertexPositionColor > TriangleVertices
void TransformTriangles(Matrix matrix, int start=0, int end=-1)
static readonly DepthStencilState None
void QueueTriangle(Vector2 p1, Vector2 p2, Vector2 p3, float depth, Color color)
FlatBatch2D FlatBatch(int layer=0, DepthStencilState depthStencilState=null, RasterizerState rasterizerState=null, BlendState blendState=null)
static object ConvertFromString(Type type, string data)
readonly PrimitivesRenderer2D PrimitivesRenderer2D
static readonly Vector2 Zero
static Vector2 Normalize(Vector2 v)
static float Angle(Vector2 v1, Vector2 v2)
static Vector2 Perpendicular(Vector2 v)