Beispiel #1
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 public VtVec4fArray(VtVec4fArray other) : this(UsdCsPINVOKE.new_VtVec4fArray__SWIG_1(VtVec4fArray.getCPtr(other)), true)
 {
     if (UsdCsPINVOKE.SWIGPendingException.Pending)
     {
         throw UsdCsPINVOKE.SWIGPendingException.Retrieve();
     }
 }
Beispiel #2
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 public VtValue(VtVec4fArray obj) : this(UsdCsPINVOKE.new_VtValue__SWIG_52(VtVec4fArray.getCPtr(obj)), true)
 {
     if (UsdCsPINVOKE.SWIGPendingException.Pending)
     {
         throw UsdCsPINVOKE.SWIGPendingException.Retrieve();
     }
 }
Beispiel #3
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 public void swap(VtVec4fArray other)
 {
     UsdCsPINVOKE.VtVec4fArray_swap(swigCPtr, VtVec4fArray.getCPtr(other));
     if (UsdCsPINVOKE.SWIGPendingException.Pending)
     {
         throw UsdCsPINVOKE.SWIGPendingException.Retrieve();
     }
 }
Beispiel #4
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        public static bool Equals(VtVec4fArray lhs, VtVec4fArray rhs)
        {
            bool ret = UsdCsPINVOKE.VtVec4fArray_Equals(VtVec4fArray.getCPtr(lhs), VtVec4fArray.getCPtr(rhs));

            if (UsdCsPINVOKE.SWIGPendingException.Pending)
            {
                throw UsdCsPINVOKE.SWIGPendingException.Retrieve();
            }
            return(ret);
        }
Beispiel #5
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        public bool IsIdentical(VtVec4fArray other)
        {
            bool ret = UsdCsPINVOKE.VtVec4fArray_IsIdentical(swigCPtr, VtVec4fArray.getCPtr(other));

            if (UsdCsPINVOKE.SWIGPendingException.Pending)
            {
                throw UsdCsPINVOKE.SWIGPendingException.Retrieve();
            }
            return(ret);
        }
        static public UnityEngine.Color32[] Color32FromVtArray(VtVec4fArray input)
        {
            UnityEngine.Color32[] ret = UsdIo.ArrayAllocator.Malloc <UnityEngine.Color32>(input.size());
            UnityEngine.Vector4[] rgb = FromVtArray(input);

            for (int i = 0; i < ret.Length; i++)
            {
                ret[i] = new UnityEngine.Color(rgb[i][0], rgb[i][1], rgb[i][2], rgb[i][3]);
            }

            return(ret);
        }
        static public List <UnityEngine.Vector4> ListFromVtArray(VtVec4fArray input)
        {
            var output = UsdIo.ArrayAllocator.Malloc <UnityEngine.Vector4>(input.size());

            unsafe
            {
                fixed(UnityEngine.Vector4 *p = output)
                {
                    input.CopyToArray((IntPtr)p);
                }
            }
            return(output.ToList());
        }
        // ----------------------------------------------------------------------------------------- //
        // Vector4 / Vec4f
        // ----------------------------------------------------------------------------------------- //
        static public VtVec4fArray ToVtArray(UnityEngine.Vector4[] input)
        {
            var output = new VtVec4fArray((uint)input.Length);

            unsafe
            {
                fixed(UnityEngine.Vector4 *p = input)
                {
                    output.CopyFromArray((IntPtr)p);
                }
            }
            return(output);
        }
 static public UnityEngine.Color[] ColorFromVtArray(VtVec4fArray input,
                                                    ref UnityEngine.Color[] output)
 {
     if (output.Length != input.size())
     {
         output = UsdIo.ArrayAllocator.Malloc <UnityEngine.Color>(input.size());
     }
     unsafe
     {
         fixed(UnityEngine.Color *p = output)
         {
             input.CopyToArray((IntPtr)p);
         }
     }
     return(output);
 }
Beispiel #10
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 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(VtVec4fArray obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }
        static public UnityEngine.Color[] ColorFromVtArray(VtVec4fArray input)
        {
            var output = UsdIo.ArrayAllocator.Malloc <UnityEngine.Color>(input.size());

            return(ColorFromVtArray(input, ref output));
        }