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//this source code was auto-generated by tolua#, do not modify it
using System ;
using LuaInterface ;
public class UnityEngine_PhysicsWrap
{
public static void Register ( LuaState L )
{
L . BeginStaticLibs ( "Physics" ) ;
L . RegFunction ( "IgnoreCollision" , IgnoreCollision ) ;
L . RegFunction ( "IgnoreLayerCollision" , IgnoreLayerCollision ) ;
L . RegFunction ( "GetIgnoreLayerCollision" , GetIgnoreLayerCollision ) ;
L . RegFunction ( "GetIgnoreCollision" , GetIgnoreCollision ) ;
L . RegFunction ( "Raycast" , Raycast ) ;
L . RegFunction ( "Linecast" , Linecast ) ;
L . RegFunction ( "CapsuleCast" , CapsuleCast ) ;
L . RegFunction ( "SphereCast" , SphereCast ) ;
L . RegFunction ( "BoxCast" , BoxCast ) ;
L . RegFunction ( "RaycastAll" , RaycastAll ) ;
L . RegFunction ( "RaycastNonAlloc" , RaycastNonAlloc ) ;
L . RegFunction ( "CapsuleCastAll" , CapsuleCastAll ) ;
L . RegFunction ( "SphereCastAll" , SphereCastAll ) ;
L . RegFunction ( "OverlapCapsule" , OverlapCapsule ) ;
L . RegFunction ( "OverlapSphere" , OverlapSphere ) ;
L . RegFunction ( "Simulate" , Simulate ) ;
L . RegFunction ( "SyncTransforms" , SyncTransforms ) ;
L . RegFunction ( "ComputePenetration" , ComputePenetration ) ;
L . RegFunction ( "ClosestPoint" , ClosestPoint ) ;
L . RegFunction ( "OverlapSphereNonAlloc" , OverlapSphereNonAlloc ) ;
L . RegFunction ( "CheckSphere" , CheckSphere ) ;
L . RegFunction ( "CapsuleCastNonAlloc" , CapsuleCastNonAlloc ) ;
L . RegFunction ( "SphereCastNonAlloc" , SphereCastNonAlloc ) ;
L . RegFunction ( "CheckCapsule" , CheckCapsule ) ;
L . RegFunction ( "CheckBox" , CheckBox ) ;
L . RegFunction ( "OverlapBox" , OverlapBox ) ;
L . RegFunction ( "OverlapBoxNonAlloc" , OverlapBoxNonAlloc ) ;
L . RegFunction ( "BoxCastNonAlloc" , BoxCastNonAlloc ) ;
L . RegFunction ( "BoxCastAll" , BoxCastAll ) ;
L . RegFunction ( "OverlapCapsuleNonAlloc" , OverlapCapsuleNonAlloc ) ;
L . RegFunction ( "RebuildBroadphaseRegions" , RebuildBroadphaseRegions ) ;
L . RegFunction ( "BakeMesh" , BakeMesh ) ;
L . RegConstant ( "IgnoreRaycastLayer" , 4 ) ;
L . RegConstant ( "DefaultRaycastLayers" , - 5 ) ;
L . RegConstant ( "AllLayers" , - 1 ) ;
L . RegVar ( "gravity" , get_gravity , set_gravity ) ;
L . RegVar ( "defaultContactOffset" , get_defaultContactOffset , set_defaultContactOffset ) ;
L . RegVar ( "sleepThreshold" , get_sleepThreshold , set_sleepThreshold ) ;
L . RegVar ( "queriesHitTriggers" , get_queriesHitTriggers , set_queriesHitTriggers ) ;
L . RegVar ( "queriesHitBackfaces" , get_queriesHitBackfaces , set_queriesHitBackfaces ) ;
L . RegVar ( "bounceThreshold" , get_bounceThreshold , set_bounceThreshold ) ;
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L . RegVar ( "defaultMaxDepenetrationVelocity" , get_defaultMaxDepenetrationVelocity , set_defaultMaxDepenetrationVelocity ) ;
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L . RegVar ( "defaultSolverIterations" , get_defaultSolverIterations , set_defaultSolverIterations ) ;
L . RegVar ( "defaultSolverVelocityIterations" , get_defaultSolverVelocityIterations , set_defaultSolverVelocityIterations ) ;
L . RegVar ( "defaultMaxAngularSpeed" , get_defaultMaxAngularSpeed , set_defaultMaxAngularSpeed ) ;
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L . RegVar ( "improvedPatchFriction" , get_improvedPatchFriction , set_improvedPatchFriction ) ;
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L . RegVar ( "defaultPhysicsScene" , get_defaultPhysicsScene , null ) ;
L . RegVar ( "autoSimulation" , get_autoSimulation , set_autoSimulation ) ;
L . RegVar ( "autoSyncTransforms" , get_autoSyncTransforms , set_autoSyncTransforms ) ;
L . RegVar ( "reuseCollisionCallbacks" , get_reuseCollisionCallbacks , set_reuseCollisionCallbacks ) ;
L . RegVar ( "interCollisionDistance" , get_interCollisionDistance , set_interCollisionDistance ) ;
L . RegVar ( "interCollisionStiffness" , get_interCollisionStiffness , set_interCollisionStiffness ) ;
L . RegVar ( "interCollisionSettingsToggle" , get_interCollisionSettingsToggle , set_interCollisionSettingsToggle ) ;
L . RegVar ( "clothGravity" , get_clothGravity , set_clothGravity ) ;
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L . RegVar ( "ContactModifyEvent" , get_ContactModifyEvent , set_ContactModifyEvent ) ;
L . RegVar ( "ContactModifyEventCCD" , get_ContactModifyEventCCD , set_ContactModifyEventCCD ) ;
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L . EndStaticLibs ( ) ;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int IgnoreCollision ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Collider arg0 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 1 ) ;
UnityEngine . Collider arg1 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 2 ) ;
UnityEngine . Physics . IgnoreCollision ( arg0 , arg1 ) ;
return 0 ;
}
else if ( count = = 3 )
{
UnityEngine . Collider arg0 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 1 ) ;
UnityEngine . Collider arg1 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 2 ) ;
bool arg2 = LuaDLL . luaL_checkboolean ( L , 3 ) ;
UnityEngine . Physics . IgnoreCollision ( arg0 , arg1 , arg2 ) ;
return 0 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.IgnoreCollision" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int IgnoreLayerCollision ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
int arg0 = ( int ) LuaDLL . luaL_checknumber ( L , 1 ) ;
int arg1 = ( int ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . IgnoreLayerCollision ( arg0 , arg1 ) ;
return 0 ;
}
else if ( count = = 3 )
{
int arg0 = ( int ) LuaDLL . luaL_checknumber ( L , 1 ) ;
int arg1 = ( int ) LuaDLL . luaL_checknumber ( L , 2 ) ;
bool arg2 = LuaDLL . luaL_checkboolean ( L , 3 ) ;
UnityEngine . Physics . IgnoreLayerCollision ( arg0 , arg1 , arg2 ) ;
return 0 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.IgnoreLayerCollision" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int GetIgnoreLayerCollision ( IntPtr L )
{
try
{
ToLua . CheckArgsCount ( L , 2 ) ;
int arg0 = ( int ) LuaDLL . luaL_checknumber ( L , 1 ) ;
int arg1 = ( int ) LuaDLL . luaL_checknumber ( L , 2 ) ;
bool o = UnityEngine . Physics . GetIgnoreLayerCollision ( arg0 , arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int GetIgnoreCollision ( IntPtr L )
{
try
{
ToLua . CheckArgsCount ( L , 2 ) ;
UnityEngine . Collider arg0 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 1 ) ;
UnityEngine . Collider arg1 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 2 ) ;
bool o = UnityEngine . Physics . GetIgnoreCollision ( arg0 , arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int Raycast ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 1 )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 2 & & TypeChecker . CheckTypes < UnityEngine . Ray , float > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 2 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 2 & & TypeChecker . CheckTypes < UnityEngine . Ray , LuaInterface . LuaOut < UnityEngine . RaycastHit > > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit arg1 ;
bool o = UnityEngine . Physics . Raycast ( arg0 , out arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
if ( o ) ToLua . Push ( L , arg1 ) ; else LuaDLL . lua_pushnil ( L ) ;
return 2 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , int > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . lua_tonumber ( L , 3 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , float > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Ray , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit arg1 ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , out arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
if ( o ) ToLua . Push ( L , arg1 ) ; else LuaDLL . lua_pushnil ( L ) ;
return 2 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , LuaInterface . LuaOut < UnityEngine . RaycastHit > > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , out arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
if ( o ) ToLua . Push ( L , arg2 ) ; else LuaDLL . lua_pushnil ( L ) ;
return 2 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . lua_tonumber ( L , 3 ) ;
UnityEngine . QueryTriggerInteraction arg3 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 4 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , float , int > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Ray , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float , int > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit arg1 ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , out arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
if ( o ) ToLua . Push ( L , arg1 ) ; else LuaDLL . lua_pushnil ( L ) ;
return 2 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , out arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
if ( o ) ToLua . Push ( L , arg2 ) ; else LuaDLL . lua_pushnil ( L ) ;
return 2 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 5 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Ray , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit arg1 ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 5 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , out arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
if ( o ) ToLua . Push ( L , arg1 ) ; else LuaDLL . lua_pushnil ( L ) ;
return 2 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float , int > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . lua_tonumber ( L , 5 ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , out arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
if ( o ) ToLua . Push ( L , arg2 ) ; else LuaDLL . lua_pushnil ( L ) ;
return 2 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
float arg3 = ( float ) LuaDLL . luaL_checknumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . luaL_checknumber ( L , 5 ) ;
UnityEngine . QueryTriggerInteraction arg5 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 6 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
bool o = UnityEngine . Physics . Raycast ( arg0 , arg1 , out arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
if ( o ) ToLua . Push ( L , arg2 ) ; else LuaDLL . lua_pushnil ( L ) ;
return 2 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.Raycast" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int Linecast ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
bool o = UnityEngine . Physics . Linecast ( arg0 , arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < int > ( L , 3 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . lua_tonumber ( L , 3 ) ;
bool o = UnityEngine . Physics . Linecast ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > > ( L , 3 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
bool o = UnityEngine . Physics . Linecast ( arg0 , arg1 , out arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg2 ) ;
return 2 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < int , UnityEngine . QueryTriggerInteraction > ( L , 3 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . lua_tonumber ( L , 3 ) ;
UnityEngine . QueryTriggerInteraction arg3 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 4 ) ;
bool o = UnityEngine . Physics . Linecast ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > , int > ( L , 3 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
bool o = UnityEngine . Physics . Linecast ( arg0 , arg1 , out arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg2 ) ;
return 2 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 5 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
bool o = UnityEngine . Physics . Linecast ( arg0 , arg1 , out arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg2 ) ;
return 2 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.Linecast" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int CapsuleCast ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
bool o = UnityEngine . Physics . CapsuleCast ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < float > ( L , 5 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
bool o = UnityEngine . Physics . CapsuleCast ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > > ( L , 5 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit arg4 ;
bool o = UnityEngine . Physics . CapsuleCast ( arg0 , arg1 , arg2 , arg3 , out arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg4 ) ;
return 2 ;
}
else if ( count = = 6 & & TypeChecker . CheckTypes < float , int > ( L , 5 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . lua_tonumber ( L , 6 ) ;
bool o = UnityEngine . Physics . CapsuleCast ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 6 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > , float > ( L , 5 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit arg4 ;
float arg5 = ( float ) LuaDLL . lua_tonumber ( L , 6 ) ;
bool o = UnityEngine . Physics . CapsuleCast ( arg0 , arg1 , arg2 , arg3 , out arg4 , arg5 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg4 ) ;
return 2 ;
}
else if ( count = = 7 & & TypeChecker . CheckTypes < float , int , UnityEngine . QueryTriggerInteraction > ( L , 5 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . lua_tonumber ( L , 6 ) ;
UnityEngine . QueryTriggerInteraction arg6 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 7 ) ;
bool o = UnityEngine . Physics . CapsuleCast ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 7 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > , float , int > ( L , 5 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit arg4 ;
float arg5 = ( float ) LuaDLL . lua_tonumber ( L , 6 ) ;
int arg6 = ( int ) LuaDLL . lua_tonumber ( L , 7 ) ;
bool o = UnityEngine . Physics . CapsuleCast ( arg0 , arg1 , arg2 , arg3 , out arg4 , arg5 , arg6 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg4 ) ;
return 2 ;
}
else if ( count = = 8 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit arg4 ;
float arg5 = ( float ) LuaDLL . luaL_checknumber ( L , 6 ) ;
int arg6 = ( int ) LuaDLL . luaL_checknumber ( L , 7 ) ;
UnityEngine . QueryTriggerInteraction arg7 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 8 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
bool o = UnityEngine . Physics . CapsuleCast ( arg0 , arg1 , arg2 , arg3 , out arg4 , arg5 , arg6 , arg7 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg4 ) ;
return 2 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.CapsuleCast" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int SphereCast ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < float > ( L , 3 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > > ( L , 3 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , out arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg2 ) ;
return 2 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , float , int > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , out arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg2 ) ;
return 2 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 , LuaInterface . LuaOut < UnityEngine . RaycastHit > > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , arg2 , out arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 5 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float , int > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . lua_tonumber ( L , 5 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , out arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg2 ) ;
return 2 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , arg2 , out arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else if ( count = = 6 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . RaycastHit arg2 ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . lua_tonumber ( L , 5 ) ;
UnityEngine . QueryTriggerInteraction arg5 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 6 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , out arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg2 ) ;
return 2 ;
}
else if ( count = = 6 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 , LuaInterface . LuaOut < UnityEngine . RaycastHit > , float , int > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . lua_tonumber ( L , 6 ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , arg2 , out arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else if ( count = = 7 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
float arg4 = ( float ) LuaDLL . luaL_checknumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . luaL_checknumber ( L , 6 ) ;
UnityEngine . QueryTriggerInteraction arg6 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 7 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
bool o = UnityEngine . Physics . SphereCast ( arg0 , arg1 , arg2 , out arg3 , arg4 , arg5 , arg6 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.SphereCast" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int BoxCast ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Quaternion > ( L , 4 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > > ( L , 4 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , out arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Quaternion , float > ( L , 4 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > , UnityEngine . Quaternion > ( L , 4 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
UnityEngine . Quaternion arg4 = ToLua . ToQuaternion ( L , 5 ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , out arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else if ( count = = 6 & & TypeChecker . CheckTypes < UnityEngine . Quaternion , float , int > ( L , 4 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . lua_tonumber ( L , 6 ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 6 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > , UnityEngine . Quaternion , float > ( L , 4 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
UnityEngine . Quaternion arg4 = ToLua . ToQuaternion ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . lua_tonumber ( L , 6 ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , out arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else if ( count = = 7 & & TypeChecker . CheckTypes < UnityEngine . Quaternion , float , int , UnityEngine . QueryTriggerInteraction > ( L , 4 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . lua_tonumber ( L , 6 ) ;
UnityEngine . QueryTriggerInteraction arg6 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 7 ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 7 & & TypeChecker . CheckTypes < LuaInterface . LuaOut < UnityEngine . RaycastHit > , UnityEngine . Quaternion , float , int > ( L , 4 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
UnityEngine . Quaternion arg4 = ToLua . ToQuaternion ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . lua_tonumber ( L , 6 ) ;
int arg6 = ( int ) LuaDLL . lua_tonumber ( L , 7 ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , out arg3 , arg4 , arg5 , arg6 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else if ( count = = 8 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit arg3 ;
UnityEngine . Quaternion arg4 = ToLua . ToQuaternion ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . luaL_checknumber ( L , 6 ) ;
int arg6 = ( int ) LuaDLL . luaL_checknumber ( L , 7 ) ;
UnityEngine . QueryTriggerInteraction arg7 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 8 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
bool o = UnityEngine . Physics . BoxCast ( arg0 , arg1 , arg2 , out arg3 , arg4 , arg5 , arg6 , arg7 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg3 ) ;
return 2 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.BoxCast" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int RaycastAll ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 1 )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . RaycastAll ( arg0 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 2 & & TypeChecker . CheckTypes < UnityEngine . Ray , float > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . RaycastAll ( arg0 , arg1 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 2 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . RaycastAll ( arg0 , arg1 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , int > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . lua_tonumber ( L , 3 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . RaycastAll ( arg0 , arg1 , arg2 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , float > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . RaycastAll ( arg0 , arg1 , arg2 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . lua_tonumber ( L , 3 ) ;
UnityEngine . QueryTriggerInteraction arg3 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 4 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . RaycastAll ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , float , int > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . RaycastAll ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 5 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . RaycastAll ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.RaycastAll" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int RaycastNonAlloc ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit [ ] arg1 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 2 ) ;
int o = UnityEngine . Physics . RaycastNonAlloc ( arg0 , arg1 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Ray , UnityEngine . RaycastHit [ ] , float > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit [ ] arg1 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int o = UnityEngine . Physics . RaycastNonAlloc ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , UnityEngine . RaycastHit [ ] > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit [ ] arg2 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 3 ) ;
int o = UnityEngine . Physics . RaycastNonAlloc ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Ray , UnityEngine . RaycastHit [ ] , float , int > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit [ ] arg1 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
int o = UnityEngine . Physics . RaycastNonAlloc ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , UnityEngine . RaycastHit [ ] , float > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit [ ] arg2 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int o = UnityEngine . Physics . RaycastNonAlloc ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Ray , UnityEngine . RaycastHit [ ] , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
UnityEngine . RaycastHit [ ] arg1 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 5 ) ;
int o = UnityEngine . Physics . RaycastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , UnityEngine . Vector3 , UnityEngine . RaycastHit [ ] , float , int > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit [ ] arg2 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . lua_tonumber ( L , 5 ) ;
int o = UnityEngine . Physics . RaycastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . RaycastHit [ ] arg2 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . luaL_checknumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . luaL_checknumber ( L , 5 ) ;
UnityEngine . QueryTriggerInteraction arg5 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 6 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
int o = UnityEngine . Physics . RaycastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.RaycastNonAlloc" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int CapsuleCastAll ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . CapsuleCastAll ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . luaL_checknumber ( L , 5 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . CapsuleCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . luaL_checknumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . luaL_checknumber ( L , 6 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . CapsuleCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 7 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . luaL_checknumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . luaL_checknumber ( L , 6 ) ;
UnityEngine . QueryTriggerInteraction arg6 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 7 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . CapsuleCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.CapsuleCastAll" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int SphereCastAll ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . SphereCastAll ( arg0 , arg1 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , float > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . SphereCastAll ( arg0 , arg1 , arg2 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 3 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . SphereCastAll ( arg0 , arg1 , arg2 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , float , int > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . SphereCastAll ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 , float > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . SphereCastAll ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . lua_tonumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . lua_tonumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 5 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . SphereCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 , float , int > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . lua_tonumber ( L , 5 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . SphereCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . luaL_checknumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . luaL_checknumber ( L , 5 ) ;
UnityEngine . QueryTriggerInteraction arg5 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 6 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . SphereCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.SphereCastAll" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int OverlapCapsule ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapCapsule ( arg0 , arg1 , arg2 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapCapsule ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 5 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapCapsule ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.OverlapCapsule" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int OverlapSphere ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapSphere ( arg0 , arg1 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapSphere ( arg0 , arg1 , arg2 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . QueryTriggerInteraction arg3 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 4 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapSphere ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.OverlapSphere" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int Simulate ( IntPtr L )
{
try
{
ToLua . CheckArgsCount ( L , 1 ) ;
float arg0 = ( float ) LuaDLL . luaL_checknumber ( L , 1 ) ;
UnityEngine . Physics . Simulate ( arg0 ) ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int SyncTransforms ( IntPtr L )
{
try
{
ToLua . CheckArgsCount ( L , 0 ) ;
UnityEngine . Physics . SyncTransforms ( ) ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int ComputePenetration ( IntPtr L )
{
try
{
ToLua . CheckArgsCount ( L , 8 ) ;
UnityEngine . Collider arg0 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Quaternion arg2 = ToLua . ToQuaternion ( L , 3 ) ;
UnityEngine . Collider arg3 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 4 ) ;
UnityEngine . Vector3 arg4 = ToLua . ToVector3 ( L , 5 ) ;
UnityEngine . Quaternion arg5 = ToLua . ToQuaternion ( L , 6 ) ;
UnityEngine . Vector3 arg6 ;
float arg7 ;
bool o = UnityEngine . Physics . ComputePenetration ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , out arg6 , out arg7 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
ToLua . Push ( L , arg6 ) ;
LuaDLL . lua_pushnumber ( L , arg7 ) ;
return 3 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int ClosestPoint ( IntPtr L )
{
try
{
ToLua . CheckArgsCount ( L , 4 ) ;
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Collider arg1 = ( UnityEngine . Collider ) ToLua . CheckObject < UnityEngine . Collider > ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
UnityEngine . Vector3 o = UnityEngine . Physics . ClosestPoint ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int OverlapSphereNonAlloc ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Collider [ ] arg2 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 3 ) ;
int o = UnityEngine . Physics . OverlapSphereNonAlloc ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Collider [ ] arg2 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
int o = UnityEngine . Physics . OverlapSphereNonAlloc ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Collider [ ] arg2 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 5 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
int o = UnityEngine . Physics . OverlapSphereNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.OverlapSphereNonAlloc" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int CheckSphere ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
bool o = UnityEngine . Physics . CheckSphere ( arg0 , arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . luaL_checknumber ( L , 3 ) ;
bool o = UnityEngine . Physics . CheckSphere ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
int arg2 = ( int ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . QueryTriggerInteraction arg3 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 4 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
bool o = UnityEngine . Physics . CheckSphere ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.CheckSphere" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int CapsuleCastNonAlloc ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit [ ] arg4 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 5 ) ;
int o = UnityEngine . Physics . CapsuleCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit [ ] arg4 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . luaL_checknumber ( L , 6 ) ;
int o = UnityEngine . Physics . CapsuleCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 7 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit [ ] arg4 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . luaL_checknumber ( L , 6 ) ;
int arg6 = ( int ) LuaDLL . luaL_checknumber ( L , 7 ) ;
int o = UnityEngine . Physics . CapsuleCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 8 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Vector3 arg3 = ToLua . ToVector3 ( L , 4 ) ;
UnityEngine . RaycastHit [ ] arg4 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . luaL_checknumber ( L , 6 ) ;
int arg6 = ( int ) LuaDLL . luaL_checknumber ( L , 7 ) ;
UnityEngine . QueryTriggerInteraction arg7 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 8 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
int o = UnityEngine . Physics . CapsuleCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 , arg7 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.CapsuleCastNonAlloc" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int SphereCastNonAlloc ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 3 )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . RaycastHit [ ] arg2 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 3 ) ;
int o = UnityEngine . Physics . SphereCastNonAlloc ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , UnityEngine . RaycastHit [ ] , float > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . RaycastHit [ ] arg2 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int o = UnityEngine . Physics . SphereCastNonAlloc ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 4 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 , UnityEngine . RaycastHit [ ] > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
int o = UnityEngine . Physics . SphereCastNonAlloc ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , UnityEngine . RaycastHit [ ] , float , int > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . RaycastHit [ ] arg2 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . lua_tonumber ( L , 5 ) ;
int o = UnityEngine . Physics . SphereCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 5 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 , UnityEngine . RaycastHit [ ] , float > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
int o = UnityEngine . Physics . SphereCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 6 & & TypeChecker . CheckTypes < UnityEngine . Ray , float , UnityEngine . RaycastHit [ ] , float , int , UnityEngine . QueryTriggerInteraction > ( L , 1 ) )
{
UnityEngine . Ray arg0 = ToLua . ToRay ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . RaycastHit [ ] arg2 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 3 ) ;
float arg3 = ( float ) LuaDLL . lua_tonumber ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . lua_tonumber ( L , 5 ) ;
UnityEngine . QueryTriggerInteraction arg5 = ( UnityEngine . QueryTriggerInteraction ) ToLua . ToObject ( L , 6 ) ;
int o = UnityEngine . Physics . SphereCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 6 & & TypeChecker . CheckTypes < UnityEngine . Vector3 , float , UnityEngine . Vector3 , UnityEngine . RaycastHit [ ] , float , int > ( L , 1 ) )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . lua_tonumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . ToStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . lua_tonumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . lua_tonumber ( L , 6 ) ;
int o = UnityEngine . Physics . SphereCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 7 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
float arg1 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . luaL_checknumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . luaL_checknumber ( L , 6 ) ;
UnityEngine . QueryTriggerInteraction arg6 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 7 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
int o = UnityEngine . Physics . SphereCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.SphereCastNonAlloc" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int CheckCapsule ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
bool o = UnityEngine . Physics . CheckCapsule ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
bool o = UnityEngine . Physics . CheckCapsule ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 5 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
bool o = UnityEngine . Physics . CheckCapsule ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.CheckCapsule" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int CheckBox ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
bool o = UnityEngine . Physics . CheckBox ( arg0 , arg1 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Quaternion arg2 = ToLua . ToQuaternion ( L , 3 ) ;
bool o = UnityEngine . Physics . CheckBox ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Quaternion arg2 = ToLua . ToQuaternion ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
bool o = UnityEngine . Physics . CheckBox ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Quaternion arg2 = ToLua . ToQuaternion ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 5 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
bool o = UnityEngine . Physics . CheckBox ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushboolean ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.CheckBox" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int OverlapBox ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 2 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapBox ( arg0 , arg1 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Quaternion arg2 = ToLua . ToQuaternion ( L , 3 ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapBox ( arg0 , arg1 , arg2 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Quaternion arg2 = ToLua . ToQuaternion ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapBox ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Quaternion arg2 = ToLua . ToQuaternion ( L , 3 ) ;
int arg3 = ( int ) LuaDLL . luaL_checknumber ( L , 4 ) ;
UnityEngine . QueryTriggerInteraction arg4 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 5 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
UnityEngine . Collider [ ] o = UnityEngine . Physics . OverlapBox ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.OverlapBox" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int OverlapBoxNonAlloc ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Collider [ ] arg2 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 3 ) ;
int o = UnityEngine . Physics . OverlapBoxNonAlloc ( arg0 , arg1 , arg2 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Collider [ ] arg2 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
int o = UnityEngine . Physics . OverlapBoxNonAlloc ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Collider [ ] arg2 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . luaL_checknumber ( L , 5 ) ;
int o = UnityEngine . Physics . OverlapBoxNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Collider [ ] arg2 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . luaL_checknumber ( L , 5 ) ;
UnityEngine . QueryTriggerInteraction arg5 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 6 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
int o = UnityEngine . Physics . OverlapBoxNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.OverlapBoxNonAlloc" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int BoxCastNonAlloc ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
int o = UnityEngine . Physics . BoxCastNonAlloc ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
UnityEngine . Quaternion arg4 = ToLua . ToQuaternion ( L , 5 ) ;
int o = UnityEngine . Physics . BoxCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
UnityEngine . Quaternion arg4 = ToLua . ToQuaternion ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . luaL_checknumber ( L , 6 ) ;
int o = UnityEngine . Physics . BoxCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 7 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
UnityEngine . Quaternion arg4 = ToLua . ToQuaternion ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . luaL_checknumber ( L , 6 ) ;
int arg6 = ( int ) LuaDLL . luaL_checknumber ( L , 7 ) ;
int o = UnityEngine . Physics . BoxCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 8 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] arg3 = ToLua . CheckStructArray < UnityEngine . RaycastHit > ( L , 4 ) ;
UnityEngine . Quaternion arg4 = ToLua . ToQuaternion ( L , 5 ) ;
float arg5 = ( float ) LuaDLL . luaL_checknumber ( L , 6 ) ;
int arg6 = ( int ) LuaDLL . luaL_checknumber ( L , 7 ) ;
UnityEngine . QueryTriggerInteraction arg7 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 8 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
int o = UnityEngine . Physics . BoxCastNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 , arg7 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.BoxCastNonAlloc" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int BoxCastAll ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 3 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . BoxCastAll ( arg0 , arg1 , arg2 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . BoxCastAll ( arg0 , arg1 , arg2 , arg3 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . luaL_checknumber ( L , 5 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . BoxCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . luaL_checknumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . luaL_checknumber ( L , 6 ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . BoxCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else if ( count = = 7 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Vector3 arg2 = ToLua . ToVector3 ( L , 3 ) ;
UnityEngine . Quaternion arg3 = ToLua . ToQuaternion ( L , 4 ) ;
float arg4 = ( float ) LuaDLL . luaL_checknumber ( L , 5 ) ;
int arg5 = ( int ) LuaDLL . luaL_checknumber ( L , 6 ) ;
UnityEngine . QueryTriggerInteraction arg6 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 7 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
UnityEngine . RaycastHit [ ] o = UnityEngine . Physics . BoxCastAll ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 , arg6 ) ;
ToLua . Push ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.BoxCastAll" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int OverlapCapsuleNonAlloc ( IntPtr L )
{
try
{
int count = LuaDLL . lua_gettop ( L ) ;
if ( count = = 4 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Collider [ ] arg3 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 4 ) ;
int o = UnityEngine . Physics . OverlapCapsuleNonAlloc ( arg0 , arg1 , arg2 , arg3 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 5 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Collider [ ] arg3 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . luaL_checknumber ( L , 5 ) ;
int o = UnityEngine . Physics . OverlapCapsuleNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else if ( count = = 6 )
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 1 ) ;
UnityEngine . Vector3 arg1 = ToLua . ToVector3 ( L , 2 ) ;
float arg2 = ( float ) LuaDLL . luaL_checknumber ( L , 3 ) ;
UnityEngine . Collider [ ] arg3 = ToLua . CheckObjectArray < UnityEngine . Collider > ( L , 4 ) ;
int arg4 = ( int ) LuaDLL . luaL_checknumber ( L , 5 ) ;
UnityEngine . QueryTriggerInteraction arg5 = ( UnityEngine . QueryTriggerInteraction ) ToLua . CheckObject ( L , 6 , typeof ( UnityEngine . QueryTriggerInteraction ) ) ;
int o = UnityEngine . Physics . OverlapCapsuleNonAlloc ( arg0 , arg1 , arg2 , arg3 , arg4 , arg5 ) ;
LuaDLL . lua_pushinteger ( L , o ) ;
return 1 ;
}
else
{
return LuaDLL . luaL_throw ( L , "invalid arguments to method: UnityEngine.Physics.OverlapCapsuleNonAlloc" ) ;
}
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int RebuildBroadphaseRegions ( IntPtr L )
{
try
{
ToLua . CheckArgsCount ( L , 2 ) ;
UnityEngine . Bounds arg0 = ToLua . ToBounds ( L , 1 ) ;
int arg1 = ( int ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . RebuildBroadphaseRegions ( arg0 , arg1 ) ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int BakeMesh ( IntPtr L )
{
try
{
ToLua . CheckArgsCount ( L , 2 ) ;
int arg0 = ( int ) LuaDLL . luaL_checknumber ( L , 1 ) ;
bool arg1 = LuaDLL . luaL_checkboolean ( L , 2 ) ;
UnityEngine . Physics . BakeMesh ( arg0 , arg1 ) ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_gravity ( IntPtr L )
{
try
{
ToLua . Push ( L , UnityEngine . Physics . gravity ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_defaultContactOffset ( IntPtr L )
{
try
{
LuaDLL . lua_pushnumber ( L , UnityEngine . Physics . defaultContactOffset ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_sleepThreshold ( IntPtr L )
{
try
{
LuaDLL . lua_pushnumber ( L , UnityEngine . Physics . sleepThreshold ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_queriesHitTriggers ( IntPtr L )
{
try
{
LuaDLL . lua_pushboolean ( L , UnityEngine . Physics . queriesHitTriggers ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_queriesHitBackfaces ( IntPtr L )
{
try
{
LuaDLL . lua_pushboolean ( L , UnityEngine . Physics . queriesHitBackfaces ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_bounceThreshold ( IntPtr L )
{
try
{
LuaDLL . lua_pushnumber ( L , UnityEngine . Physics . bounceThreshold ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_defaultMaxDepenetrationVelocity ( IntPtr L )
{
try
{
LuaDLL . lua_pushnumber ( L , UnityEngine . Physics . defaultMaxDepenetrationVelocity ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_defaultSolverIterations ( IntPtr L )
{
try
{
LuaDLL . lua_pushinteger ( L , UnityEngine . Physics . defaultSolverIterations ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_defaultSolverVelocityIterations ( IntPtr L )
{
try
{
LuaDLL . lua_pushinteger ( L , UnityEngine . Physics . defaultSolverVelocityIterations ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_defaultMaxAngularSpeed ( IntPtr L )
{
try
{
LuaDLL . lua_pushnumber ( L , UnityEngine . Physics . defaultMaxAngularSpeed ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_improvedPatchFriction ( IntPtr L )
{
try
{
LuaDLL . lua_pushboolean ( L , UnityEngine . Physics . improvedPatchFriction ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_defaultPhysicsScene ( IntPtr L )
{
try
{
ToLua . PushValue ( L , UnityEngine . Physics . defaultPhysicsScene ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_autoSimulation ( IntPtr L )
{
try
{
LuaDLL . lua_pushboolean ( L , UnityEngine . Physics . autoSimulation ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_autoSyncTransforms ( IntPtr L )
{
try
{
LuaDLL . lua_pushboolean ( L , UnityEngine . Physics . autoSyncTransforms ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_reuseCollisionCallbacks ( IntPtr L )
{
try
{
LuaDLL . lua_pushboolean ( L , UnityEngine . Physics . reuseCollisionCallbacks ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_interCollisionDistance ( IntPtr L )
{
try
{
LuaDLL . lua_pushnumber ( L , UnityEngine . Physics . interCollisionDistance ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_interCollisionStiffness ( IntPtr L )
{
try
{
LuaDLL . lua_pushnumber ( L , UnityEngine . Physics . interCollisionStiffness ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_interCollisionSettingsToggle ( IntPtr L )
{
try
{
LuaDLL . lua_pushboolean ( L , UnityEngine . Physics . interCollisionSettingsToggle ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_clothGravity ( IntPtr L )
{
try
{
ToLua . Push ( L , UnityEngine . Physics . clothGravity ) ;
return 1 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_ContactModifyEvent ( IntPtr L )
{
ToLua . Push ( L , new EventObject ( typeof ( System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ) ) ) ;
return 1 ;
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_ContactModifyEventCCD ( IntPtr L )
{
ToLua . Push ( L , new EventObject ( typeof ( System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ) ) ) ;
return 1 ;
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_gravity ( IntPtr L )
{
try
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Physics . gravity = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_defaultContactOffset ( IntPtr L )
{
try
{
float arg0 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . defaultContactOffset = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_sleepThreshold ( IntPtr L )
{
try
{
float arg0 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . sleepThreshold = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_queriesHitTriggers ( IntPtr L )
{
try
{
bool arg0 = LuaDLL . luaL_checkboolean ( L , 2 ) ;
UnityEngine . Physics . queriesHitTriggers = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_queriesHitBackfaces ( IntPtr L )
{
try
{
bool arg0 = LuaDLL . luaL_checkboolean ( L , 2 ) ;
UnityEngine . Physics . queriesHitBackfaces = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_bounceThreshold ( IntPtr L )
{
try
{
float arg0 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . bounceThreshold = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_defaultMaxDepenetrationVelocity ( IntPtr L )
{
try
{
float arg0 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . defaultMaxDepenetrationVelocity = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_defaultSolverIterations ( IntPtr L )
{
try
{
int arg0 = ( int ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . defaultSolverIterations = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_defaultSolverVelocityIterations ( IntPtr L )
{
try
{
int arg0 = ( int ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . defaultSolverVelocityIterations = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_defaultMaxAngularSpeed ( IntPtr L )
{
try
{
float arg0 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . defaultMaxAngularSpeed = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_improvedPatchFriction ( IntPtr L )
{
try
{
bool arg0 = LuaDLL . luaL_checkboolean ( L , 2 ) ;
UnityEngine . Physics . improvedPatchFriction = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_autoSimulation ( IntPtr L )
{
try
{
bool arg0 = LuaDLL . luaL_checkboolean ( L , 2 ) ;
UnityEngine . Physics . autoSimulation = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_autoSyncTransforms ( IntPtr L )
{
try
{
bool arg0 = LuaDLL . luaL_checkboolean ( L , 2 ) ;
UnityEngine . Physics . autoSyncTransforms = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_reuseCollisionCallbacks ( IntPtr L )
{
try
{
bool arg0 = LuaDLL . luaL_checkboolean ( L , 2 ) ;
UnityEngine . Physics . reuseCollisionCallbacks = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_interCollisionDistance ( IntPtr L )
{
try
{
float arg0 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . interCollisionDistance = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_interCollisionStiffness ( IntPtr L )
{
try
{
float arg0 = ( float ) LuaDLL . luaL_checknumber ( L , 2 ) ;
UnityEngine . Physics . interCollisionStiffness = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_interCollisionSettingsToggle ( IntPtr L )
{
try
{
bool arg0 = LuaDLL . luaL_checkboolean ( L , 2 ) ;
UnityEngine . Physics . interCollisionSettingsToggle = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_clothGravity ( IntPtr L )
{
try
{
UnityEngine . Vector3 arg0 = ToLua . ToVector3 ( L , 2 ) ;
UnityEngine . Physics . clothGravity = arg0 ;
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_ContactModifyEvent ( IntPtr L )
{
try
{
EventObject arg0 = null ;
if ( LuaDLL . lua_isuserdata ( L , 2 ) ! = 0 )
{
arg0 = ( EventObject ) ToLua . ToObject ( L , 2 ) ;
}
else
{
return LuaDLL . luaL_throw ( L , "The event 'UnityEngine.Physics.ContactModifyEvent' can only appear on the left hand side of += or -= when used outside of the type 'UnityEngine.Physics'" ) ;
}
if ( arg0 . op = = EventOp . Add )
{
System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ev = ( System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ) arg0 . func ;
UnityEngine . Physics . ContactModifyEvent + = ev ;
}
else if ( arg0 . op = = EventOp . Sub )
{
System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ev = ( System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ) arg0 . func ;
UnityEngine . Physics . ContactModifyEvent - = ev ;
}
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_ContactModifyEventCCD ( IntPtr L )
{
try
{
EventObject arg0 = null ;
if ( LuaDLL . lua_isuserdata ( L , 2 ) ! = 0 )
{
arg0 = ( EventObject ) ToLua . ToObject ( L , 2 ) ;
}
else
{
return LuaDLL . luaL_throw ( L , "The event 'UnityEngine.Physics.ContactModifyEventCCD' can only appear on the left hand side of += or -= when used outside of the type 'UnityEngine.Physics'" ) ;
}
if ( arg0 . op = = EventOp . Add )
{
System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ev = ( System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ) arg0 . func ;
UnityEngine . Physics . ContactModifyEventCCD + = ev ;
}
else if ( arg0 . op = = EventOp . Sub )
{
System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ev = ( System . Action < UnityEngine . PhysicsScene , Unity . Collections . NativeArray < UnityEngine . ModifiableContactPair > > ) arg0 . func ;
UnityEngine . Physics . ContactModifyEventCCD - = ev ;
}
return 0 ;
}
catch ( Exception e )
{
return LuaDLL . toluaL_exception ( L , e ) ;
}
}
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}