<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
  <members>
    <assembly>
      <name>UnityEngine.SpriteShapeModule</name>
    </assembly>
    <member name="T:UnityEngine.Experimental.U2D.AngleRangeInfo">
      <summary>
        <para>Describes the information about the edge and how to tessellate it.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.end">
      <summary>
        <para>The maximum angle to be considered within this range.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.order">
      <summary>
        <para>The render order of the edges that belong in this range.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.sprites">
      <summary>
        <para>The list of Sprites that are associated with this range.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.AngleRangeInfo.start">
      <summary>
        <para>The minimum angle to be considered within this range.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Experimental.U2D.ShapeControlPoint">
      <summary>
        <para>Data that describes the important points of the shape.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.leftTangent">
      <summary>
        <para>The position of the left tangent in local space.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.mode">
      <summary>
        <para>The various modes of the tangent handles. They could be continuous or broken.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.position">
      <summary>
        <para>The position of this point in the object's local space.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.ShapeControlPoint.rightTangent">
      <summary>
        <para>The position of the right tangent point in the local space.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Experimental.U2D.SpriteShapeMetaData">
      <summary>
        <para>Additional data about the shape's control point. This is useful during tessellation of the shape.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelCutoff">
      <summary>
        <para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.bevelSize">
      <summary>
        <para>The radius of the curve to be tessellated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.corner">
      <summary>
        <para>True will indicate that this point should be tessellated as a corner or a continuous line otherwise.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.height">
      <summary>
        <para>The height of the tessellated edge.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeMetaData.spriteIndex">
      <summary>
        <para>The Sprite to be used for a particular edge.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Experimental.U2D.SpriteShapeParameters">
      <summary>
        <para>Input parameters for the SpriteShape tessellator.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.adaptiveUV">
      <summary>
        <para>If enabled, the tessellator will adapt the size of the quads based on the height of the edge.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.angleThreshold">
      <summary>
        <para>The threshold of the angle that indicates whether it is a corner or not.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelCutoff">
      <summary>
        <para>The threshold of the angle that decides if it should be tessellated as a curve or a corner.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.bevelSize">
      <summary>
        <para>The radius of the curve to be tessellated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.borderPivot">
      <summary>
        <para>The local displacement of the Sprite when tessellated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.carpet">
      <summary>
        <para>If true, the Shape will be tessellated as a closed form.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillScale">
      <summary>
        <para>The scale to be used to calculate the UVs of the fill texture.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.fillTexture">
      <summary>
        <para>The texture to be used for the fill of the SpriteShape.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.smartSprite">
      <summary>
        <para>If enabled the tessellator will consider creating corners based on the various input parameters.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.splineDetail">
      <summary>
        <para>The tessellation quality of the input Spline that determines the complexity of the mesh.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.spriteBorders">
      <summary>
        <para>The borders to be used for calculating the uv of the edges based on the border info found in Sprites.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Experimental.U2D.SpriteShapeParameters.transform">
      <summary>
        <para>The world space transform of the game object used for calculating the UVs of the fill texture.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Experimental.U2D.SpriteShapeUtility">
      <summary>
        <para>A static class that helps tessellate a SpriteShape mesh.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Experimental.U2D.SpriteShapeUtility.Generate(UnityEngine.Mesh,UnityEngine.Experimental.U2D.SpriteShapeParameters,UnityEngine.Experimental.U2D.ShapeControlPoint[],UnityEngine.Experimental.U2D.SpriteShapeMetaData[],UnityEngine.Experimental.U2D.AngleRangeInfo[],UnityEngine.Sprite[],UnityEngine.Sprite[])">
      <summary>
        <para>Generate a mesh based on input parameters.</para>
      </summary>
      <param name="mesh">The output mesh.</param>
      <param name="shapeParams">Input parameters for the SpriteShape tessellator.</param>
      <param name="points">A list of control points that describes the shape.</param>
      <param name="metaData">Additional data about the shape's control point. This is useful during tessellation of the shape.</param>
      <param name="sprites">The list of Sprites that could be used for the edges.</param>
      <param name="corners">The list of Sprites that could be used for the corners.</param>
      <param name="angleRange">A paramters that determins how to tessellate each of the edge.</param>
    </member>
  </members>
</doc>
