static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.FrustumPlanes o; o = new UnityEngine.FrustumPlanes(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int ctor_s(IntPtr l) { try { UnityEngine.FrustumPlanes o; o = new UnityEngine.FrustumPlanes(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static int get_decomposeProjection(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Matrix4x4 obj = (UnityEngine.Matrix4x4)o; UnityEngine.FrustumPlanes ret = obj.decomposeProjection; ToLua.PushValue(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index decomposeProjection on a nil value")); } }
static int Frustum(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { UnityEngine.FrustumPlanes arg0 = StackTraits <UnityEngine.FrustumPlanes> .Check(L, 1); UnityEngine.Matrix4x4 o = UnityEngine.Matrix4x4.Frustum(arg0); ToLua.PushValue(L, o); return(1); } else if (count == 6) { float arg0 = (float)LuaDLL.luaL_checknumber(L, 1); float arg1 = (float)LuaDLL.luaL_checknumber(L, 2); float arg2 = (float)LuaDLL.luaL_checknumber(L, 3); float arg3 = (float)LuaDLL.luaL_checknumber(L, 4); float arg4 = (float)LuaDLL.luaL_checknumber(L, 5); float arg5 = (float)LuaDLL.luaL_checknumber(L, 6); UnityEngine.Matrix4x4 o = UnityEngine.Matrix4x4.Frustum(arg0, arg1, arg2, arg3, arg4, arg5); ToLua.PushValue(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Matrix4x4.Frustum")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public static Matrix4x4 Frustum(FrustumPlanes fp) { return(Frustum(fp.left, fp.right, fp.bottom, fp.top, fp.zNear, fp.zFar)); }
public static Matrix4x4 Frustum(FrustumPlanes frustumPlanes) { return(Matrix4x4.FrustumInternal(frustumPlanes.left, frustumPlanes.right, frustumPlanes.bottom, frustumPlanes.top, frustumPlanes.zNear, frustumPlanes.zFar)); }
private extern void INTERNAL_get_decomposeProjection(out FrustumPlanes value);
private static extern void DecomposeProjection_Injected(ref Matrix4x4 _unity_self, out FrustumPlanes ret);