return(new Rectangle(x1, y1, x2 - x1, y2 - y1));
=> CrossProduct2Points3D0(x1, y1, z1, x2, y2, z2);
=> CubicInterpolate3D1(t, x0, y0, z0, x1, y1, z1, x2, y2, z2, x3, y3, z3);
=> QuadraticBezierInterpolate3D0(t, x0, y0, z0, x1, y1, z1, x2, y2, z2);
=> HermiteInterpolate3D1(mu, x0, y0, z0, x1, y1, z1, x2, y2, z2, x3, y3, z3, tension, bias);
=> HermiteInterpolate2D(index, x0, y0, x1, y1, x2, y2, x3, y3, tension, bias);
=> Rejection1(x1, y1, z1, x2, y2, z2);
=> Projection1(x1, y1, z1, x2, y2, z2);