public static bool Equals(GfFrustum lhs, GfFrustum rhs) { bool ret = UsdCsPINVOKE.GfFrustum_Equals(GfFrustum.getCPtr(lhs), GfFrustum.getCPtr(rhs)); if (UsdCsPINVOKE.SWIGPendingException.Pending) { throw UsdCsPINVOKE.SWIGPendingException.Retrieve(); } return(ret); }
public GfFrustum ComputeNarrowedFrustum(GfVec3d worldPoint, GfVec2d halfSize) { GfFrustum ret = new GfFrustum(UsdCsPINVOKE.GfFrustum_ComputeNarrowedFrustum__SWIG_1(swigCPtr, GfVec3d.getCPtr(worldPoint), GfVec2d.getCPtr(halfSize)), true); if (UsdCsPINVOKE.SWIGPendingException.Pending) { throw UsdCsPINVOKE.SWIGPendingException.Retrieve(); } return(ret); }
public GfFrustum Transform(GfMatrix4d matrix) { GfFrustum ret = new GfFrustum(UsdCsPINVOKE.GfFrustum_Transform(swigCPtr, GfMatrix4d.getCPtr(matrix)), false); if (UsdCsPINVOKE.SWIGPendingException.Pending) { throw UsdCsPINVOKE.SWIGPendingException.Retrieve(); } return(ret); }
public static bool operator==(GfFrustum lhs, GfFrustum rhs) { // The Swig binding glue will re-enter this operator comparing to null, so // that case must be handled explicitly to avoid an infinite loop. This is still // not great, since it crosses the C#/C++ barrier twice. A better approache might // be to return a simple value from C++ that can be compared in C#. bool lnull = lhs as object == null; bool rnull = rhs as object == null; return((lnull == rnull) && ((lnull && rnull) || GfFrustum.Equals(lhs, rhs))); }
override public bool Equals(object rhs) { return(GfFrustum.Equals(this, rhs as GfFrustum)); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(GfFrustum obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
public GfFrustum GetFrustum() { GfFrustum ret = new GfFrustum(UsdCsPINVOKE.GfCamera_GetFrustum(swigCPtr), true); return(ret); }