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
 }
Exemple #2
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 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));
     }
 }
Exemple #3
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    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"));
        }
    }
Exemple #4
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    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));
        }
    }
Exemple #5
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 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);
Exemple #8
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 private static extern void DecomposeProjection_Injected(ref Matrix4x4 _unity_self, out FrustumPlanes ret);