UnityEngine_PhysicsWrap.cs 84 KB

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  1. //this source code was auto-generated by tolua#, do not modify it
  2. using System;
  3. using LuaInterface;
  4. public class UnityEngine_PhysicsWrap
  5. {
  6. public static void Register(LuaState L)
  7. {
  8. L.BeginStaticLibs("Physics");
  9. L.RegFunction("IgnoreCollision", IgnoreCollision);
  10. L.RegFunction("IgnoreLayerCollision", IgnoreLayerCollision);
  11. L.RegFunction("GetIgnoreLayerCollision", GetIgnoreLayerCollision);
  12. L.RegFunction("Raycast", Raycast);
  13. L.RegFunction("Linecast", Linecast);
  14. L.RegFunction("CapsuleCast", CapsuleCast);
  15. L.RegFunction("SphereCast", SphereCast);
  16. L.RegFunction("BoxCast", BoxCast);
  17. L.RegFunction("RaycastAll", RaycastAll);
  18. L.RegFunction("RaycastNonAlloc", RaycastNonAlloc);
  19. L.RegFunction("CapsuleCastAll", CapsuleCastAll);
  20. L.RegFunction("SphereCastAll", SphereCastAll);
  21. L.RegFunction("OverlapCapsule", OverlapCapsule);
  22. L.RegFunction("OverlapSphere", OverlapSphere);
  23. L.RegFunction("Simulate", Simulate);
  24. L.RegFunction("SyncTransforms", SyncTransforms);
  25. L.RegFunction("ComputePenetration", ComputePenetration);
  26. L.RegFunction("ClosestPoint", ClosestPoint);
  27. L.RegFunction("OverlapSphereNonAlloc", OverlapSphereNonAlloc);
  28. L.RegFunction("CheckSphere", CheckSphere);
  29. L.RegFunction("CapsuleCastNonAlloc", CapsuleCastNonAlloc);
  30. L.RegFunction("SphereCastNonAlloc", SphereCastNonAlloc);
  31. L.RegFunction("CheckCapsule", CheckCapsule);
  32. L.RegFunction("CheckBox", CheckBox);
  33. L.RegFunction("OverlapBox", OverlapBox);
  34. L.RegFunction("OverlapBoxNonAlloc", OverlapBoxNonAlloc);
  35. L.RegFunction("BoxCastNonAlloc", BoxCastNonAlloc);
  36. L.RegFunction("BoxCastAll", BoxCastAll);
  37. L.RegFunction("OverlapCapsuleNonAlloc", OverlapCapsuleNonAlloc);
  38. L.RegFunction("RebuildBroadphaseRegions", RebuildBroadphaseRegions);
  39. L.RegConstant("IgnoreRaycastLayer", 4);
  40. L.RegConstant("DefaultRaycastLayers", -5);
  41. L.RegConstant("AllLayers", -1);
  42. L.RegVar("gravity", get_gravity, set_gravity);
  43. L.RegVar("defaultContactOffset", get_defaultContactOffset, set_defaultContactOffset);
  44. L.RegVar("sleepThreshold", get_sleepThreshold, set_sleepThreshold);
  45. L.RegVar("queriesHitTriggers", get_queriesHitTriggers, set_queriesHitTriggers);
  46. L.RegVar("queriesHitBackfaces", get_queriesHitBackfaces, set_queriesHitBackfaces);
  47. L.RegVar("bounceThreshold", get_bounceThreshold, set_bounceThreshold);
  48. L.RegVar("defaultSolverIterations", get_defaultSolverIterations, set_defaultSolverIterations);
  49. L.RegVar("defaultSolverVelocityIterations", get_defaultSolverVelocityIterations, set_defaultSolverVelocityIterations);
  50. L.RegVar("defaultPhysicsScene", get_defaultPhysicsScene, null);
  51. L.RegVar("autoSimulation", get_autoSimulation, set_autoSimulation);
  52. L.RegVar("autoSyncTransforms", get_autoSyncTransforms, set_autoSyncTransforms);
  53. L.RegVar("reuseCollisionCallbacks", get_reuseCollisionCallbacks, set_reuseCollisionCallbacks);
  54. L.RegVar("interCollisionDistance", get_interCollisionDistance, set_interCollisionDistance);
  55. L.RegVar("interCollisionStiffness", get_interCollisionStiffness, set_interCollisionStiffness);
  56. L.RegVar("interCollisionSettingsToggle", get_interCollisionSettingsToggle, set_interCollisionSettingsToggle);
  57. L.EndStaticLibs();
  58. }
  59. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  60. static int IgnoreCollision(IntPtr L)
  61. {
  62. try
  63. {
  64. int count = LuaDLL.lua_gettop(L);
  65. if (count == 2)
  66. {
  67. UnityEngine.Collider arg0 = (UnityEngine.Collider)ToLua.CheckObject<UnityEngine.Collider>(L, 1);
  68. UnityEngine.Collider arg1 = (UnityEngine.Collider)ToLua.CheckObject<UnityEngine.Collider>(L, 2);
  69. UnityEngine.Physics.IgnoreCollision(arg0, arg1);
  70. return 0;
  71. }
  72. else if (count == 3)
  73. {
  74. UnityEngine.Collider arg0 = (UnityEngine.Collider)ToLua.CheckObject<UnityEngine.Collider>(L, 1);
  75. UnityEngine.Collider arg1 = (UnityEngine.Collider)ToLua.CheckObject<UnityEngine.Collider>(L, 2);
  76. bool arg2 = LuaDLL.luaL_checkboolean(L, 3);
  77. UnityEngine.Physics.IgnoreCollision(arg0, arg1, arg2);
  78. return 0;
  79. }
  80. else
  81. {
  82. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.IgnoreCollision");
  83. }
  84. }
  85. catch (Exception e)
  86. {
  87. return LuaDLL.toluaL_exception(L, e);
  88. }
  89. }
  90. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  91. static int IgnoreLayerCollision(IntPtr L)
  92. {
  93. try
  94. {
  95. int count = LuaDLL.lua_gettop(L);
  96. if (count == 2)
  97. {
  98. int arg0 = (int)LuaDLL.luaL_checknumber(L, 1);
  99. int arg1 = (int)LuaDLL.luaL_checknumber(L, 2);
  100. UnityEngine.Physics.IgnoreLayerCollision(arg0, arg1);
  101. return 0;
  102. }
  103. else if (count == 3)
  104. {
  105. int arg0 = (int)LuaDLL.luaL_checknumber(L, 1);
  106. int arg1 = (int)LuaDLL.luaL_checknumber(L, 2);
  107. bool arg2 = LuaDLL.luaL_checkboolean(L, 3);
  108. UnityEngine.Physics.IgnoreLayerCollision(arg0, arg1, arg2);
  109. return 0;
  110. }
  111. else
  112. {
  113. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.IgnoreLayerCollision");
  114. }
  115. }
  116. catch (Exception e)
  117. {
  118. return LuaDLL.toluaL_exception(L, e);
  119. }
  120. }
  121. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  122. static int GetIgnoreLayerCollision(IntPtr L)
  123. {
  124. try
  125. {
  126. ToLua.CheckArgsCount(L, 2);
  127. int arg0 = (int)LuaDLL.luaL_checknumber(L, 1);
  128. int arg1 = (int)LuaDLL.luaL_checknumber(L, 2);
  129. bool o = UnityEngine.Physics.GetIgnoreLayerCollision(arg0, arg1);
  130. LuaDLL.lua_pushboolean(L, o);
  131. return 1;
  132. }
  133. catch (Exception e)
  134. {
  135. return LuaDLL.toluaL_exception(L, e);
  136. }
  137. }
  138. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  139. static int Raycast(IntPtr L)
  140. {
  141. try
  142. {
  143. int count = LuaDLL.lua_gettop(L);
  144. if (count == 1)
  145. {
  146. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  147. bool o = UnityEngine.Physics.Raycast(arg0);
  148. LuaDLL.lua_pushboolean(L, o);
  149. return 1;
  150. }
  151. else if (count == 2 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3>(L, 1))
  152. {
  153. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  154. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  155. bool o = UnityEngine.Physics.Raycast(arg0, arg1);
  156. LuaDLL.lua_pushboolean(L, o);
  157. return 1;
  158. }
  159. else if (count == 2 && TypeChecker.CheckTypes<UnityEngine.Ray, float>(L, 1))
  160. {
  161. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  162. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  163. bool o = UnityEngine.Physics.Raycast(arg0, arg1);
  164. LuaDLL.lua_pushboolean(L, o);
  165. return 1;
  166. }
  167. else if (count == 2 && TypeChecker.CheckTypes<UnityEngine.Ray, LuaInterface.LuaOut<UnityEngine.RaycastHit>>(L, 1))
  168. {
  169. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  170. UnityEngine.RaycastHit arg1;
  171. bool o = UnityEngine.Physics.Raycast(arg0, out arg1);
  172. LuaDLL.lua_pushboolean(L, o);
  173. if (o) ToLua.Push(L, arg1); else LuaDLL.lua_pushnil(L);
  174. return 2;
  175. }
  176. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, float>(L, 1))
  177. {
  178. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  179. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  180. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  181. bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2);
  182. LuaDLL.lua_pushboolean(L, o);
  183. return 1;
  184. }
  185. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, LuaInterface.LuaOut<UnityEngine.RaycastHit>>(L, 1))
  186. {
  187. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  188. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  189. UnityEngine.RaycastHit arg2;
  190. bool o = UnityEngine.Physics.Raycast(arg0, arg1, out arg2);
  191. LuaDLL.lua_pushboolean(L, o);
  192. if (o) ToLua.Push(L, arg2); else LuaDLL.lua_pushnil(L);
  193. return 2;
  194. }
  195. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Ray, float, int>(L, 1))
  196. {
  197. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  198. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  199. int arg2 = (int)LuaDLL.lua_tonumber(L, 3);
  200. bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2);
  201. LuaDLL.lua_pushboolean(L, o);
  202. return 1;
  203. }
  204. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Ray, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float>(L, 1))
  205. {
  206. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  207. UnityEngine.RaycastHit arg1;
  208. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  209. bool o = UnityEngine.Physics.Raycast(arg0, out arg1, arg2);
  210. LuaDLL.lua_pushboolean(L, o);
  211. if (o) ToLua.Push(L, arg1); else LuaDLL.lua_pushnil(L);
  212. return 2;
  213. }
  214. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, float, int>(L, 1))
  215. {
  216. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  217. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  218. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  219. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  220. bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2, arg3);
  221. LuaDLL.lua_pushboolean(L, o);
  222. return 1;
  223. }
  224. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float>(L, 1))
  225. {
  226. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  227. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  228. UnityEngine.RaycastHit arg2;
  229. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  230. bool o = UnityEngine.Physics.Raycast(arg0, arg1, out arg2, arg3);
  231. LuaDLL.lua_pushboolean(L, o);
  232. if (o) ToLua.Push(L, arg2); else LuaDLL.lua_pushnil(L);
  233. return 2;
  234. }
  235. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Ray, float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  236. {
  237. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  238. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  239. int arg2 = (int)LuaDLL.lua_tonumber(L, 3);
  240. UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 4);
  241. bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2, arg3);
  242. LuaDLL.lua_pushboolean(L, o);
  243. return 1;
  244. }
  245. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Ray, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float, int>(L, 1))
  246. {
  247. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  248. UnityEngine.RaycastHit arg1;
  249. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  250. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  251. bool o = UnityEngine.Physics.Raycast(arg0, out arg1, arg2, arg3);
  252. LuaDLL.lua_pushboolean(L, o);
  253. if (o) ToLua.Push(L, arg1); else LuaDLL.lua_pushnil(L);
  254. return 2;
  255. }
  256. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  257. {
  258. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  259. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  260. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  261. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  262. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5);
  263. bool o = UnityEngine.Physics.Raycast(arg0, arg1, arg2, arg3, arg4);
  264. LuaDLL.lua_pushboolean(L, o);
  265. return 1;
  266. }
  267. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float, int>(L, 1))
  268. {
  269. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  270. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  271. UnityEngine.RaycastHit arg2;
  272. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  273. int arg4 = (int)LuaDLL.lua_tonumber(L, 5);
  274. bool o = UnityEngine.Physics.Raycast(arg0, arg1, out arg2, arg3, arg4);
  275. LuaDLL.lua_pushboolean(L, o);
  276. if (o) ToLua.Push(L, arg2); else LuaDLL.lua_pushnil(L);
  277. return 2;
  278. }
  279. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Ray, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  280. {
  281. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  282. UnityEngine.RaycastHit arg1;
  283. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  284. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  285. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5);
  286. bool o = UnityEngine.Physics.Raycast(arg0, out arg1, arg2, arg3, arg4);
  287. LuaDLL.lua_pushboolean(L, o);
  288. if (o) ToLua.Push(L, arg1); else LuaDLL.lua_pushnil(L);
  289. return 2;
  290. }
  291. else if (count == 6)
  292. {
  293. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  294. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  295. UnityEngine.RaycastHit arg2;
  296. float arg3 = (float)LuaDLL.luaL_checknumber(L, 4);
  297. int arg4 = (int)LuaDLL.luaL_checknumber(L, 5);
  298. UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction));
  299. bool o = UnityEngine.Physics.Raycast(arg0, arg1, out arg2, arg3, arg4, arg5);
  300. LuaDLL.lua_pushboolean(L, o);
  301. if (o) ToLua.Push(L, arg2); else LuaDLL.lua_pushnil(L);
  302. return 2;
  303. }
  304. else
  305. {
  306. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.Raycast");
  307. }
  308. }
  309. catch (Exception e)
  310. {
  311. return LuaDLL.toluaL_exception(L, e);
  312. }
  313. }
  314. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  315. static int Linecast(IntPtr L)
  316. {
  317. try
  318. {
  319. int count = LuaDLL.lua_gettop(L);
  320. if (count == 2)
  321. {
  322. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  323. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  324. bool o = UnityEngine.Physics.Linecast(arg0, arg1);
  325. LuaDLL.lua_pushboolean(L, o);
  326. return 1;
  327. }
  328. else if (count == 3 && TypeChecker.CheckTypes<int>(L, 3))
  329. {
  330. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  331. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  332. int arg2 = (int)LuaDLL.lua_tonumber(L, 3);
  333. bool o = UnityEngine.Physics.Linecast(arg0, arg1, arg2);
  334. LuaDLL.lua_pushboolean(L, o);
  335. return 1;
  336. }
  337. else if (count == 3 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>>(L, 3))
  338. {
  339. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  340. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  341. UnityEngine.RaycastHit arg2;
  342. bool o = UnityEngine.Physics.Linecast(arg0, arg1, out arg2);
  343. LuaDLL.lua_pushboolean(L, o);
  344. ToLua.Push(L, arg2);
  345. return 2;
  346. }
  347. else if (count == 4 && TypeChecker.CheckTypes<int, UnityEngine.QueryTriggerInteraction>(L, 3))
  348. {
  349. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  350. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  351. int arg2 = (int)LuaDLL.lua_tonumber(L, 3);
  352. UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 4);
  353. bool o = UnityEngine.Physics.Linecast(arg0, arg1, arg2, arg3);
  354. LuaDLL.lua_pushboolean(L, o);
  355. return 1;
  356. }
  357. else if (count == 4 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>, int>(L, 3))
  358. {
  359. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  360. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  361. UnityEngine.RaycastHit arg2;
  362. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  363. bool o = UnityEngine.Physics.Linecast(arg0, arg1, out arg2, arg3);
  364. LuaDLL.lua_pushboolean(L, o);
  365. ToLua.Push(L, arg2);
  366. return 2;
  367. }
  368. else if (count == 5)
  369. {
  370. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  371. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  372. UnityEngine.RaycastHit arg2;
  373. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  374. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction));
  375. bool o = UnityEngine.Physics.Linecast(arg0, arg1, out arg2, arg3, arg4);
  376. LuaDLL.lua_pushboolean(L, o);
  377. ToLua.Push(L, arg2);
  378. return 2;
  379. }
  380. else
  381. {
  382. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.Linecast");
  383. }
  384. }
  385. catch (Exception e)
  386. {
  387. return LuaDLL.toluaL_exception(L, e);
  388. }
  389. }
  390. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  391. static int CapsuleCast(IntPtr L)
  392. {
  393. try
  394. {
  395. int count = LuaDLL.lua_gettop(L);
  396. if (count == 4)
  397. {
  398. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  399. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  400. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  401. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  402. bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3);
  403. LuaDLL.lua_pushboolean(L, o);
  404. return 1;
  405. }
  406. else if (count == 5 && TypeChecker.CheckTypes<float>(L, 5))
  407. {
  408. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  409. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  410. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  411. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  412. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  413. bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, arg4);
  414. LuaDLL.lua_pushboolean(L, o);
  415. return 1;
  416. }
  417. else if (count == 5 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>>(L, 5))
  418. {
  419. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  420. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  421. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  422. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  423. UnityEngine.RaycastHit arg4;
  424. bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, out arg4);
  425. LuaDLL.lua_pushboolean(L, o);
  426. ToLua.Push(L, arg4);
  427. return 2;
  428. }
  429. else if (count == 6 && TypeChecker.CheckTypes<float, int>(L, 5))
  430. {
  431. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  432. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  433. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  434. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  435. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  436. int arg5 = (int)LuaDLL.lua_tonumber(L, 6);
  437. bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, arg4, arg5);
  438. LuaDLL.lua_pushboolean(L, o);
  439. return 1;
  440. }
  441. else if (count == 6 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>, float>(L, 5))
  442. {
  443. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  444. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  445. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  446. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  447. UnityEngine.RaycastHit arg4;
  448. float arg5 = (float)LuaDLL.lua_tonumber(L, 6);
  449. bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, out arg4, arg5);
  450. LuaDLL.lua_pushboolean(L, o);
  451. ToLua.Push(L, arg4);
  452. return 2;
  453. }
  454. else if (count == 7 && TypeChecker.CheckTypes<float, int, UnityEngine.QueryTriggerInteraction>(L, 5))
  455. {
  456. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  457. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  458. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  459. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  460. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  461. int arg5 = (int)LuaDLL.lua_tonumber(L, 6);
  462. UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 7);
  463. bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
  464. LuaDLL.lua_pushboolean(L, o);
  465. return 1;
  466. }
  467. else if (count == 7 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>, float, int>(L, 5))
  468. {
  469. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  470. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  471. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  472. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  473. UnityEngine.RaycastHit arg4;
  474. float arg5 = (float)LuaDLL.lua_tonumber(L, 6);
  475. int arg6 = (int)LuaDLL.lua_tonumber(L, 7);
  476. bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, out arg4, arg5, arg6);
  477. LuaDLL.lua_pushboolean(L, o);
  478. ToLua.Push(L, arg4);
  479. return 2;
  480. }
  481. else if (count == 8)
  482. {
  483. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  484. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  485. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  486. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  487. UnityEngine.RaycastHit arg4;
  488. float arg5 = (float)LuaDLL.luaL_checknumber(L, 6);
  489. int arg6 = (int)LuaDLL.luaL_checknumber(L, 7);
  490. UnityEngine.QueryTriggerInteraction arg7 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 8, typeof(UnityEngine.QueryTriggerInteraction));
  491. bool o = UnityEngine.Physics.CapsuleCast(arg0, arg1, arg2, arg3, out arg4, arg5, arg6, arg7);
  492. LuaDLL.lua_pushboolean(L, o);
  493. ToLua.Push(L, arg4);
  494. return 2;
  495. }
  496. else
  497. {
  498. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CapsuleCast");
  499. }
  500. }
  501. catch (Exception e)
  502. {
  503. return LuaDLL.toluaL_exception(L, e);
  504. }
  505. }
  506. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  507. static int SphereCast(IntPtr L)
  508. {
  509. try
  510. {
  511. int count = LuaDLL.lua_gettop(L);
  512. if (count == 2)
  513. {
  514. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  515. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  516. bool o = UnityEngine.Physics.SphereCast(arg0, arg1);
  517. LuaDLL.lua_pushboolean(L, o);
  518. return 1;
  519. }
  520. else if (count == 3 && TypeChecker.CheckTypes<float>(L, 3))
  521. {
  522. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  523. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  524. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  525. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2);
  526. LuaDLL.lua_pushboolean(L, o);
  527. return 1;
  528. }
  529. else if (count == 3 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>>(L, 3))
  530. {
  531. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  532. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  533. UnityEngine.RaycastHit arg2;
  534. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, out arg2);
  535. LuaDLL.lua_pushboolean(L, o);
  536. ToLua.Push(L, arg2);
  537. return 2;
  538. }
  539. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3, LuaInterface.LuaOut<UnityEngine.RaycastHit>>(L, 1))
  540. {
  541. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  542. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  543. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  544. UnityEngine.RaycastHit arg3;
  545. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, out arg3);
  546. LuaDLL.lua_pushboolean(L, o);
  547. ToLua.Push(L, arg3);
  548. return 2;
  549. }
  550. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Ray, float, float, int>(L, 1))
  551. {
  552. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  553. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  554. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  555. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  556. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, arg3);
  557. LuaDLL.lua_pushboolean(L, o);
  558. return 1;
  559. }
  560. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Ray, float, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float>(L, 1))
  561. {
  562. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  563. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  564. UnityEngine.RaycastHit arg2;
  565. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  566. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, out arg2, arg3);
  567. LuaDLL.lua_pushboolean(L, o);
  568. ToLua.Push(L, arg2);
  569. return 2;
  570. }
  571. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float>(L, 1))
  572. {
  573. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  574. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  575. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  576. UnityEngine.RaycastHit arg3;
  577. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  578. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, out arg3, arg4);
  579. LuaDLL.lua_pushboolean(L, o);
  580. ToLua.Push(L, arg3);
  581. return 2;
  582. }
  583. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Ray, float, float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  584. {
  585. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  586. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  587. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  588. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  589. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5);
  590. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, arg3, arg4);
  591. LuaDLL.lua_pushboolean(L, o);
  592. return 1;
  593. }
  594. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Ray, float, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float, int>(L, 1))
  595. {
  596. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  597. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  598. UnityEngine.RaycastHit arg2;
  599. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  600. int arg4 = (int)LuaDLL.lua_tonumber(L, 5);
  601. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, out arg2, arg3, arg4);
  602. LuaDLL.lua_pushboolean(L, o);
  603. ToLua.Push(L, arg2);
  604. return 2;
  605. }
  606. else if (count == 6 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float, int>(L, 1))
  607. {
  608. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  609. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  610. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  611. UnityEngine.RaycastHit arg3;
  612. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  613. int arg5 = (int)LuaDLL.lua_tonumber(L, 6);
  614. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, out arg3, arg4, arg5);
  615. LuaDLL.lua_pushboolean(L, o);
  616. ToLua.Push(L, arg3);
  617. return 2;
  618. }
  619. else if (count == 6 && TypeChecker.CheckTypes<UnityEngine.Ray, float, LuaInterface.LuaOut<UnityEngine.RaycastHit>, float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  620. {
  621. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  622. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  623. UnityEngine.RaycastHit arg2;
  624. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  625. int arg4 = (int)LuaDLL.lua_tonumber(L, 5);
  626. UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 6);
  627. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, out arg2, arg3, arg4, arg5);
  628. LuaDLL.lua_pushboolean(L, o);
  629. ToLua.Push(L, arg2);
  630. return 2;
  631. }
  632. else if (count == 7)
  633. {
  634. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  635. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  636. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  637. UnityEngine.RaycastHit arg3;
  638. float arg4 = (float)LuaDLL.luaL_checknumber(L, 5);
  639. int arg5 = (int)LuaDLL.luaL_checknumber(L, 6);
  640. UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 7, typeof(UnityEngine.QueryTriggerInteraction));
  641. bool o = UnityEngine.Physics.SphereCast(arg0, arg1, arg2, out arg3, arg4, arg5, arg6);
  642. LuaDLL.lua_pushboolean(L, o);
  643. ToLua.Push(L, arg3);
  644. return 2;
  645. }
  646. else
  647. {
  648. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.SphereCast");
  649. }
  650. }
  651. catch (Exception e)
  652. {
  653. return LuaDLL.toluaL_exception(L, e);
  654. }
  655. }
  656. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  657. static int BoxCast(IntPtr L)
  658. {
  659. try
  660. {
  661. int count = LuaDLL.lua_gettop(L);
  662. if (count == 3)
  663. {
  664. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  665. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  666. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  667. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2);
  668. LuaDLL.lua_pushboolean(L, o);
  669. return 1;
  670. }
  671. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Quaternion>(L, 4))
  672. {
  673. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  674. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  675. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  676. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  677. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, arg3);
  678. LuaDLL.lua_pushboolean(L, o);
  679. return 1;
  680. }
  681. else if (count == 4 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>>(L, 4))
  682. {
  683. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  684. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  685. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  686. UnityEngine.RaycastHit arg3;
  687. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3);
  688. LuaDLL.lua_pushboolean(L, o);
  689. ToLua.Push(L, arg3);
  690. return 2;
  691. }
  692. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Quaternion, float>(L, 4))
  693. {
  694. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  695. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  696. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  697. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  698. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  699. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, arg3, arg4);
  700. LuaDLL.lua_pushboolean(L, o);
  701. return 1;
  702. }
  703. else if (count == 5 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>, UnityEngine.Quaternion>(L, 4))
  704. {
  705. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  706. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  707. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  708. UnityEngine.RaycastHit arg3;
  709. UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5);
  710. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3, arg4);
  711. LuaDLL.lua_pushboolean(L, o);
  712. ToLua.Push(L, arg3);
  713. return 2;
  714. }
  715. else if (count == 6 && TypeChecker.CheckTypes<UnityEngine.Quaternion, float, int>(L, 4))
  716. {
  717. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  718. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  719. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  720. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  721. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  722. int arg5 = (int)LuaDLL.lua_tonumber(L, 6);
  723. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, arg3, arg4, arg5);
  724. LuaDLL.lua_pushboolean(L, o);
  725. return 1;
  726. }
  727. else if (count == 6 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>, UnityEngine.Quaternion, float>(L, 4))
  728. {
  729. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  730. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  731. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  732. UnityEngine.RaycastHit arg3;
  733. UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5);
  734. float arg5 = (float)LuaDLL.lua_tonumber(L, 6);
  735. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3, arg4, arg5);
  736. LuaDLL.lua_pushboolean(L, o);
  737. ToLua.Push(L, arg3);
  738. return 2;
  739. }
  740. else if (count == 7 && TypeChecker.CheckTypes<UnityEngine.Quaternion, float, int, UnityEngine.QueryTriggerInteraction>(L, 4))
  741. {
  742. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  743. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  744. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  745. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  746. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  747. int arg5 = (int)LuaDLL.lua_tonumber(L, 6);
  748. UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 7);
  749. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
  750. LuaDLL.lua_pushboolean(L, o);
  751. return 1;
  752. }
  753. else if (count == 7 && TypeChecker.CheckTypes<LuaInterface.LuaOut<UnityEngine.RaycastHit>, UnityEngine.Quaternion, float, int>(L, 4))
  754. {
  755. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  756. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  757. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  758. UnityEngine.RaycastHit arg3;
  759. UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5);
  760. float arg5 = (float)LuaDLL.lua_tonumber(L, 6);
  761. int arg6 = (int)LuaDLL.lua_tonumber(L, 7);
  762. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3, arg4, arg5, arg6);
  763. LuaDLL.lua_pushboolean(L, o);
  764. ToLua.Push(L, arg3);
  765. return 2;
  766. }
  767. else if (count == 8)
  768. {
  769. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  770. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  771. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  772. UnityEngine.RaycastHit arg3;
  773. UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5);
  774. float arg5 = (float)LuaDLL.luaL_checknumber(L, 6);
  775. int arg6 = (int)LuaDLL.luaL_checknumber(L, 7);
  776. UnityEngine.QueryTriggerInteraction arg7 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 8, typeof(UnityEngine.QueryTriggerInteraction));
  777. bool o = UnityEngine.Physics.BoxCast(arg0, arg1, arg2, out arg3, arg4, arg5, arg6, arg7);
  778. LuaDLL.lua_pushboolean(L, o);
  779. ToLua.Push(L, arg3);
  780. return 2;
  781. }
  782. else
  783. {
  784. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.BoxCast");
  785. }
  786. }
  787. catch (Exception e)
  788. {
  789. return LuaDLL.toluaL_exception(L, e);
  790. }
  791. }
  792. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  793. static int RaycastAll(IntPtr L)
  794. {
  795. try
  796. {
  797. int count = LuaDLL.lua_gettop(L);
  798. if (count == 1)
  799. {
  800. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  801. UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0);
  802. ToLua.Push(L, o);
  803. return 1;
  804. }
  805. else if (count == 2 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3>(L, 1))
  806. {
  807. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  808. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  809. UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1);
  810. ToLua.Push(L, o);
  811. return 1;
  812. }
  813. else if (count == 2 && TypeChecker.CheckTypes<UnityEngine.Ray, float>(L, 1))
  814. {
  815. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  816. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  817. UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1);
  818. ToLua.Push(L, o);
  819. return 1;
  820. }
  821. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, float>(L, 1))
  822. {
  823. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  824. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  825. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  826. UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2);
  827. ToLua.Push(L, o);
  828. return 1;
  829. }
  830. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Ray, float, int>(L, 1))
  831. {
  832. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  833. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  834. int arg2 = (int)LuaDLL.lua_tonumber(L, 3);
  835. UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2);
  836. ToLua.Push(L, o);
  837. return 1;
  838. }
  839. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, float, int>(L, 1))
  840. {
  841. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  842. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  843. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  844. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  845. UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2, arg3);
  846. ToLua.Push(L, o);
  847. return 1;
  848. }
  849. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Ray, float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  850. {
  851. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  852. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  853. int arg2 = (int)LuaDLL.lua_tonumber(L, 3);
  854. UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 4);
  855. UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2, arg3);
  856. ToLua.Push(L, o);
  857. return 1;
  858. }
  859. else if (count == 5)
  860. {
  861. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  862. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  863. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  864. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  865. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction));
  866. UnityEngine.RaycastHit[] o = UnityEngine.Physics.RaycastAll(arg0, arg1, arg2, arg3, arg4);
  867. ToLua.Push(L, o);
  868. return 1;
  869. }
  870. else
  871. {
  872. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.RaycastAll");
  873. }
  874. }
  875. catch (Exception e)
  876. {
  877. return LuaDLL.toluaL_exception(L, e);
  878. }
  879. }
  880. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  881. static int RaycastNonAlloc(IntPtr L)
  882. {
  883. try
  884. {
  885. int count = LuaDLL.lua_gettop(L);
  886. if (count == 2)
  887. {
  888. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  889. UnityEngine.RaycastHit[] arg1 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 2);
  890. int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1);
  891. LuaDLL.lua_pushinteger(L, o);
  892. return 1;
  893. }
  894. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Ray, UnityEngine.RaycastHit[], float>(L, 1))
  895. {
  896. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  897. UnityEngine.RaycastHit[] arg1 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 2);
  898. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  899. int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2);
  900. LuaDLL.lua_pushinteger(L, o);
  901. return 1;
  902. }
  903. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.RaycastHit[]>(L, 1))
  904. {
  905. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  906. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  907. UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 3);
  908. int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2);
  909. LuaDLL.lua_pushinteger(L, o);
  910. return 1;
  911. }
  912. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Ray, UnityEngine.RaycastHit[], float, int>(L, 1))
  913. {
  914. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  915. UnityEngine.RaycastHit[] arg1 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 2);
  916. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  917. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  918. int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3);
  919. LuaDLL.lua_pushinteger(L, o);
  920. return 1;
  921. }
  922. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.RaycastHit[], float>(L, 1))
  923. {
  924. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  925. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  926. UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 3);
  927. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  928. int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3);
  929. LuaDLL.lua_pushinteger(L, o);
  930. return 1;
  931. }
  932. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Ray, UnityEngine.RaycastHit[], float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  933. {
  934. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  935. UnityEngine.RaycastHit[] arg1 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 2);
  936. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  937. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  938. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5);
  939. int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3, arg4);
  940. LuaDLL.lua_pushinteger(L, o);
  941. return 1;
  942. }
  943. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.RaycastHit[], float, int>(L, 1))
  944. {
  945. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  946. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  947. UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 3);
  948. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  949. int arg4 = (int)LuaDLL.lua_tonumber(L, 5);
  950. int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3, arg4);
  951. LuaDLL.lua_pushinteger(L, o);
  952. return 1;
  953. }
  954. else if (count == 6)
  955. {
  956. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  957. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  958. UnityEngine.RaycastHit[] arg2 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 3);
  959. float arg3 = (float)LuaDLL.luaL_checknumber(L, 4);
  960. int arg4 = (int)LuaDLL.luaL_checknumber(L, 5);
  961. UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction));
  962. int o = UnityEngine.Physics.RaycastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5);
  963. LuaDLL.lua_pushinteger(L, o);
  964. return 1;
  965. }
  966. else
  967. {
  968. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.RaycastNonAlloc");
  969. }
  970. }
  971. catch (Exception e)
  972. {
  973. return LuaDLL.toluaL_exception(L, e);
  974. }
  975. }
  976. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  977. static int CapsuleCastAll(IntPtr L)
  978. {
  979. try
  980. {
  981. int count = LuaDLL.lua_gettop(L);
  982. if (count == 4)
  983. {
  984. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  985. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  986. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  987. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  988. UnityEngine.RaycastHit[] o = UnityEngine.Physics.CapsuleCastAll(arg0, arg1, arg2, arg3);
  989. ToLua.Push(L, o);
  990. return 1;
  991. }
  992. else if (count == 5)
  993. {
  994. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  995. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  996. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  997. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  998. float arg4 = (float)LuaDLL.luaL_checknumber(L, 5);
  999. UnityEngine.RaycastHit[] o = UnityEngine.Physics.CapsuleCastAll(arg0, arg1, arg2, arg3, arg4);
  1000. ToLua.Push(L, o);
  1001. return 1;
  1002. }
  1003. else if (count == 6)
  1004. {
  1005. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1006. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1007. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1008. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  1009. float arg4 = (float)LuaDLL.luaL_checknumber(L, 5);
  1010. int arg5 = (int)LuaDLL.luaL_checknumber(L, 6);
  1011. UnityEngine.RaycastHit[] o = UnityEngine.Physics.CapsuleCastAll(arg0, arg1, arg2, arg3, arg4, arg5);
  1012. ToLua.Push(L, o);
  1013. return 1;
  1014. }
  1015. else if (count == 7)
  1016. {
  1017. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1018. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1019. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1020. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  1021. float arg4 = (float)LuaDLL.luaL_checknumber(L, 5);
  1022. int arg5 = (int)LuaDLL.luaL_checknumber(L, 6);
  1023. UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 7, typeof(UnityEngine.QueryTriggerInteraction));
  1024. UnityEngine.RaycastHit[] o = UnityEngine.Physics.CapsuleCastAll(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
  1025. ToLua.Push(L, o);
  1026. return 1;
  1027. }
  1028. else
  1029. {
  1030. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CapsuleCastAll");
  1031. }
  1032. }
  1033. catch (Exception e)
  1034. {
  1035. return LuaDLL.toluaL_exception(L, e);
  1036. }
  1037. }
  1038. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1039. static int SphereCastAll(IntPtr L)
  1040. {
  1041. try
  1042. {
  1043. int count = LuaDLL.lua_gettop(L);
  1044. if (count == 2)
  1045. {
  1046. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  1047. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1048. UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1);
  1049. ToLua.Push(L, o);
  1050. return 1;
  1051. }
  1052. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3>(L, 1))
  1053. {
  1054. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1055. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1056. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1057. UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2);
  1058. ToLua.Push(L, o);
  1059. return 1;
  1060. }
  1061. else if (count == 3 && TypeChecker.CheckTypes<UnityEngine.Ray, float, float>(L, 1))
  1062. {
  1063. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  1064. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1065. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  1066. UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2);
  1067. ToLua.Push(L, o);
  1068. return 1;
  1069. }
  1070. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3, float>(L, 1))
  1071. {
  1072. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1073. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1074. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1075. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  1076. UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3);
  1077. ToLua.Push(L, o);
  1078. return 1;
  1079. }
  1080. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Ray, float, float, int>(L, 1))
  1081. {
  1082. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  1083. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1084. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  1085. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  1086. UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3);
  1087. ToLua.Push(L, o);
  1088. return 1;
  1089. }
  1090. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3, float, int>(L, 1))
  1091. {
  1092. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1093. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1094. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1095. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  1096. int arg4 = (int)LuaDLL.lua_tonumber(L, 5);
  1097. UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3, arg4);
  1098. ToLua.Push(L, o);
  1099. return 1;
  1100. }
  1101. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Ray, float, float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  1102. {
  1103. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  1104. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1105. float arg2 = (float)LuaDLL.lua_tonumber(L, 3);
  1106. int arg3 = (int)LuaDLL.lua_tonumber(L, 4);
  1107. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 5);
  1108. UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3, arg4);
  1109. ToLua.Push(L, o);
  1110. return 1;
  1111. }
  1112. else if (count == 6)
  1113. {
  1114. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1115. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1116. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1117. float arg3 = (float)LuaDLL.luaL_checknumber(L, 4);
  1118. int arg4 = (int)LuaDLL.luaL_checknumber(L, 5);
  1119. UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction));
  1120. UnityEngine.RaycastHit[] o = UnityEngine.Physics.SphereCastAll(arg0, arg1, arg2, arg3, arg4, arg5);
  1121. ToLua.Push(L, o);
  1122. return 1;
  1123. }
  1124. else
  1125. {
  1126. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.SphereCastAll");
  1127. }
  1128. }
  1129. catch (Exception e)
  1130. {
  1131. return LuaDLL.toluaL_exception(L, e);
  1132. }
  1133. }
  1134. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1135. static int OverlapCapsule(IntPtr L)
  1136. {
  1137. try
  1138. {
  1139. int count = LuaDLL.lua_gettop(L);
  1140. if (count == 3)
  1141. {
  1142. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1143. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1144. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1145. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapCapsule(arg0, arg1, arg2);
  1146. ToLua.Push(L, o);
  1147. return 1;
  1148. }
  1149. else if (count == 4)
  1150. {
  1151. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1152. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1153. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1154. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1155. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapCapsule(arg0, arg1, arg2, arg3);
  1156. ToLua.Push(L, o);
  1157. return 1;
  1158. }
  1159. else if (count == 5)
  1160. {
  1161. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1162. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1163. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1164. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1165. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction));
  1166. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapCapsule(arg0, arg1, arg2, arg3, arg4);
  1167. ToLua.Push(L, o);
  1168. return 1;
  1169. }
  1170. else
  1171. {
  1172. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapCapsule");
  1173. }
  1174. }
  1175. catch (Exception e)
  1176. {
  1177. return LuaDLL.toluaL_exception(L, e);
  1178. }
  1179. }
  1180. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1181. static int OverlapSphere(IntPtr L)
  1182. {
  1183. try
  1184. {
  1185. int count = LuaDLL.lua_gettop(L);
  1186. if (count == 2)
  1187. {
  1188. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1189. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1190. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapSphere(arg0, arg1);
  1191. ToLua.Push(L, o);
  1192. return 1;
  1193. }
  1194. else if (count == 3)
  1195. {
  1196. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1197. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1198. int arg2 = (int)LuaDLL.luaL_checknumber(L, 3);
  1199. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapSphere(arg0, arg1, arg2);
  1200. ToLua.Push(L, o);
  1201. return 1;
  1202. }
  1203. else if (count == 4)
  1204. {
  1205. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1206. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1207. int arg2 = (int)LuaDLL.luaL_checknumber(L, 3);
  1208. UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 4, typeof(UnityEngine.QueryTriggerInteraction));
  1209. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapSphere(arg0, arg1, arg2, arg3);
  1210. ToLua.Push(L, o);
  1211. return 1;
  1212. }
  1213. else
  1214. {
  1215. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapSphere");
  1216. }
  1217. }
  1218. catch (Exception e)
  1219. {
  1220. return LuaDLL.toluaL_exception(L, e);
  1221. }
  1222. }
  1223. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1224. static int Simulate(IntPtr L)
  1225. {
  1226. try
  1227. {
  1228. ToLua.CheckArgsCount(L, 1);
  1229. float arg0 = (float)LuaDLL.luaL_checknumber(L, 1);
  1230. UnityEngine.Physics.Simulate(arg0);
  1231. return 0;
  1232. }
  1233. catch (Exception e)
  1234. {
  1235. return LuaDLL.toluaL_exception(L, e);
  1236. }
  1237. }
  1238. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1239. static int SyncTransforms(IntPtr L)
  1240. {
  1241. try
  1242. {
  1243. ToLua.CheckArgsCount(L, 0);
  1244. UnityEngine.Physics.SyncTransforms();
  1245. return 0;
  1246. }
  1247. catch (Exception e)
  1248. {
  1249. return LuaDLL.toluaL_exception(L, e);
  1250. }
  1251. }
  1252. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1253. static int ComputePenetration(IntPtr L)
  1254. {
  1255. try
  1256. {
  1257. ToLua.CheckArgsCount(L, 8);
  1258. UnityEngine.Collider arg0 = (UnityEngine.Collider)ToLua.CheckObject<UnityEngine.Collider>(L, 1);
  1259. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1260. UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3);
  1261. UnityEngine.Collider arg3 = (UnityEngine.Collider)ToLua.CheckObject<UnityEngine.Collider>(L, 4);
  1262. UnityEngine.Vector3 arg4 = ToLua.ToVector3(L, 5);
  1263. UnityEngine.Quaternion arg5 = ToLua.ToQuaternion(L, 6);
  1264. UnityEngine.Vector3 arg6;
  1265. float arg7;
  1266. bool o = UnityEngine.Physics.ComputePenetration(arg0, arg1, arg2, arg3, arg4, arg5, out arg6, out arg7);
  1267. LuaDLL.lua_pushboolean(L, o);
  1268. ToLua.Push(L, arg6);
  1269. LuaDLL.lua_pushnumber(L, arg7);
  1270. return 3;
  1271. }
  1272. catch (Exception e)
  1273. {
  1274. return LuaDLL.toluaL_exception(L, e);
  1275. }
  1276. }
  1277. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1278. static int ClosestPoint(IntPtr L)
  1279. {
  1280. try
  1281. {
  1282. ToLua.CheckArgsCount(L, 4);
  1283. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1284. UnityEngine.Collider arg1 = (UnityEngine.Collider)ToLua.CheckObject<UnityEngine.Collider>(L, 2);
  1285. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1286. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  1287. UnityEngine.Vector3 o = UnityEngine.Physics.ClosestPoint(arg0, arg1, arg2, arg3);
  1288. ToLua.Push(L, o);
  1289. return 1;
  1290. }
  1291. catch (Exception e)
  1292. {
  1293. return LuaDLL.toluaL_exception(L, e);
  1294. }
  1295. }
  1296. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1297. static int OverlapSphereNonAlloc(IntPtr L)
  1298. {
  1299. try
  1300. {
  1301. int count = LuaDLL.lua_gettop(L);
  1302. if (count == 3)
  1303. {
  1304. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1305. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1306. UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 3);
  1307. int o = UnityEngine.Physics.OverlapSphereNonAlloc(arg0, arg1, arg2);
  1308. LuaDLL.lua_pushinteger(L, o);
  1309. return 1;
  1310. }
  1311. else if (count == 4)
  1312. {
  1313. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1314. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1315. UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 3);
  1316. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1317. int o = UnityEngine.Physics.OverlapSphereNonAlloc(arg0, arg1, arg2, arg3);
  1318. LuaDLL.lua_pushinteger(L, o);
  1319. return 1;
  1320. }
  1321. else if (count == 5)
  1322. {
  1323. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1324. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1325. UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 3);
  1326. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1327. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction));
  1328. int o = UnityEngine.Physics.OverlapSphereNonAlloc(arg0, arg1, arg2, arg3, arg4);
  1329. LuaDLL.lua_pushinteger(L, o);
  1330. return 1;
  1331. }
  1332. else
  1333. {
  1334. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapSphereNonAlloc");
  1335. }
  1336. }
  1337. catch (Exception e)
  1338. {
  1339. return LuaDLL.toluaL_exception(L, e);
  1340. }
  1341. }
  1342. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1343. static int CheckSphere(IntPtr L)
  1344. {
  1345. try
  1346. {
  1347. int count = LuaDLL.lua_gettop(L);
  1348. if (count == 2)
  1349. {
  1350. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1351. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1352. bool o = UnityEngine.Physics.CheckSphere(arg0, arg1);
  1353. LuaDLL.lua_pushboolean(L, o);
  1354. return 1;
  1355. }
  1356. else if (count == 3)
  1357. {
  1358. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1359. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1360. int arg2 = (int)LuaDLL.luaL_checknumber(L, 3);
  1361. bool o = UnityEngine.Physics.CheckSphere(arg0, arg1, arg2);
  1362. LuaDLL.lua_pushboolean(L, o);
  1363. return 1;
  1364. }
  1365. else if (count == 4)
  1366. {
  1367. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1368. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1369. int arg2 = (int)LuaDLL.luaL_checknumber(L, 3);
  1370. UnityEngine.QueryTriggerInteraction arg3 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 4, typeof(UnityEngine.QueryTriggerInteraction));
  1371. bool o = UnityEngine.Physics.CheckSphere(arg0, arg1, arg2, arg3);
  1372. LuaDLL.lua_pushboolean(L, o);
  1373. return 1;
  1374. }
  1375. else
  1376. {
  1377. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CheckSphere");
  1378. }
  1379. }
  1380. catch (Exception e)
  1381. {
  1382. return LuaDLL.toluaL_exception(L, e);
  1383. }
  1384. }
  1385. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1386. static int CapsuleCastNonAlloc(IntPtr L)
  1387. {
  1388. try
  1389. {
  1390. int count = LuaDLL.lua_gettop(L);
  1391. if (count == 5)
  1392. {
  1393. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1394. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1395. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1396. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  1397. UnityEngine.RaycastHit[] arg4 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 5);
  1398. int o = UnityEngine.Physics.CapsuleCastNonAlloc(arg0, arg1, arg2, arg3, arg4);
  1399. LuaDLL.lua_pushinteger(L, o);
  1400. return 1;
  1401. }
  1402. else if (count == 6)
  1403. {
  1404. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1405. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1406. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1407. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  1408. UnityEngine.RaycastHit[] arg4 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 5);
  1409. float arg5 = (float)LuaDLL.luaL_checknumber(L, 6);
  1410. int o = UnityEngine.Physics.CapsuleCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5);
  1411. LuaDLL.lua_pushinteger(L, o);
  1412. return 1;
  1413. }
  1414. else if (count == 7)
  1415. {
  1416. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1417. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1418. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1419. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  1420. UnityEngine.RaycastHit[] arg4 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 5);
  1421. float arg5 = (float)LuaDLL.luaL_checknumber(L, 6);
  1422. int arg6 = (int)LuaDLL.luaL_checknumber(L, 7);
  1423. int o = UnityEngine.Physics.CapsuleCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
  1424. LuaDLL.lua_pushinteger(L, o);
  1425. return 1;
  1426. }
  1427. else if (count == 8)
  1428. {
  1429. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1430. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1431. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1432. UnityEngine.Vector3 arg3 = ToLua.ToVector3(L, 4);
  1433. UnityEngine.RaycastHit[] arg4 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 5);
  1434. float arg5 = (float)LuaDLL.luaL_checknumber(L, 6);
  1435. int arg6 = (int)LuaDLL.luaL_checknumber(L, 7);
  1436. UnityEngine.QueryTriggerInteraction arg7 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 8, typeof(UnityEngine.QueryTriggerInteraction));
  1437. int o = UnityEngine.Physics.CapsuleCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7);
  1438. LuaDLL.lua_pushinteger(L, o);
  1439. return 1;
  1440. }
  1441. else
  1442. {
  1443. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CapsuleCastNonAlloc");
  1444. }
  1445. }
  1446. catch (Exception e)
  1447. {
  1448. return LuaDLL.toluaL_exception(L, e);
  1449. }
  1450. }
  1451. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1452. static int SphereCastNonAlloc(IntPtr L)
  1453. {
  1454. try
  1455. {
  1456. int count = LuaDLL.lua_gettop(L);
  1457. if (count == 3)
  1458. {
  1459. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  1460. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1461. UnityEngine.RaycastHit[] arg2 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 3);
  1462. int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2);
  1463. LuaDLL.lua_pushinteger(L, o);
  1464. return 1;
  1465. }
  1466. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3, UnityEngine.RaycastHit[]>(L, 1))
  1467. {
  1468. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1469. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1470. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1471. UnityEngine.RaycastHit[] arg3 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 4);
  1472. int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3);
  1473. LuaDLL.lua_pushinteger(L, o);
  1474. return 1;
  1475. }
  1476. else if (count == 4 && TypeChecker.CheckTypes<UnityEngine.Ray, float, UnityEngine.RaycastHit[], float>(L, 1))
  1477. {
  1478. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  1479. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1480. UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 3);
  1481. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  1482. int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3);
  1483. LuaDLL.lua_pushinteger(L, o);
  1484. return 1;
  1485. }
  1486. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3, UnityEngine.RaycastHit[], float>(L, 1))
  1487. {
  1488. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1489. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1490. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1491. UnityEngine.RaycastHit[] arg3 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 4);
  1492. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  1493. int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4);
  1494. LuaDLL.lua_pushinteger(L, o);
  1495. return 1;
  1496. }
  1497. else if (count == 5 && TypeChecker.CheckTypes<UnityEngine.Ray, float, UnityEngine.RaycastHit[], float, int>(L, 1))
  1498. {
  1499. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  1500. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1501. UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 3);
  1502. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  1503. int arg4 = (int)LuaDLL.lua_tonumber(L, 5);
  1504. int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4);
  1505. LuaDLL.lua_pushinteger(L, o);
  1506. return 1;
  1507. }
  1508. else if (count == 6 && TypeChecker.CheckTypes<UnityEngine.Vector3, float, UnityEngine.Vector3, UnityEngine.RaycastHit[], float, int>(L, 1))
  1509. {
  1510. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1511. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1512. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1513. UnityEngine.RaycastHit[] arg3 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 4);
  1514. float arg4 = (float)LuaDLL.lua_tonumber(L, 5);
  1515. int arg5 = (int)LuaDLL.lua_tonumber(L, 6);
  1516. int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5);
  1517. LuaDLL.lua_pushinteger(L, o);
  1518. return 1;
  1519. }
  1520. else if (count == 6 && TypeChecker.CheckTypes<UnityEngine.Ray, float, UnityEngine.RaycastHit[], float, int, UnityEngine.QueryTriggerInteraction>(L, 1))
  1521. {
  1522. UnityEngine.Ray arg0 = ToLua.ToRay(L, 1);
  1523. float arg1 = (float)LuaDLL.lua_tonumber(L, 2);
  1524. UnityEngine.RaycastHit[] arg2 = ToLua.ToStructArray<UnityEngine.RaycastHit>(L, 3);
  1525. float arg3 = (float)LuaDLL.lua_tonumber(L, 4);
  1526. int arg4 = (int)LuaDLL.lua_tonumber(L, 5);
  1527. UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.ToObject(L, 6);
  1528. int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5);
  1529. LuaDLL.lua_pushinteger(L, o);
  1530. return 1;
  1531. }
  1532. else if (count == 7)
  1533. {
  1534. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1535. float arg1 = (float)LuaDLL.luaL_checknumber(L, 2);
  1536. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1537. UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 4);
  1538. float arg4 = (float)LuaDLL.luaL_checknumber(L, 5);
  1539. int arg5 = (int)LuaDLL.luaL_checknumber(L, 6);
  1540. UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 7, typeof(UnityEngine.QueryTriggerInteraction));
  1541. int o = UnityEngine.Physics.SphereCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
  1542. LuaDLL.lua_pushinteger(L, o);
  1543. return 1;
  1544. }
  1545. else
  1546. {
  1547. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.SphereCastNonAlloc");
  1548. }
  1549. }
  1550. catch (Exception e)
  1551. {
  1552. return LuaDLL.toluaL_exception(L, e);
  1553. }
  1554. }
  1555. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1556. static int CheckCapsule(IntPtr L)
  1557. {
  1558. try
  1559. {
  1560. int count = LuaDLL.lua_gettop(L);
  1561. if (count == 3)
  1562. {
  1563. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1564. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1565. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1566. bool o = UnityEngine.Physics.CheckCapsule(arg0, arg1, arg2);
  1567. LuaDLL.lua_pushboolean(L, o);
  1568. return 1;
  1569. }
  1570. else if (count == 4)
  1571. {
  1572. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1573. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1574. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1575. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1576. bool o = UnityEngine.Physics.CheckCapsule(arg0, arg1, arg2, arg3);
  1577. LuaDLL.lua_pushboolean(L, o);
  1578. return 1;
  1579. }
  1580. else if (count == 5)
  1581. {
  1582. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1583. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1584. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1585. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1586. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction));
  1587. bool o = UnityEngine.Physics.CheckCapsule(arg0, arg1, arg2, arg3, arg4);
  1588. LuaDLL.lua_pushboolean(L, o);
  1589. return 1;
  1590. }
  1591. else
  1592. {
  1593. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CheckCapsule");
  1594. }
  1595. }
  1596. catch (Exception e)
  1597. {
  1598. return LuaDLL.toluaL_exception(L, e);
  1599. }
  1600. }
  1601. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1602. static int CheckBox(IntPtr L)
  1603. {
  1604. try
  1605. {
  1606. int count = LuaDLL.lua_gettop(L);
  1607. if (count == 2)
  1608. {
  1609. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1610. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1611. bool o = UnityEngine.Physics.CheckBox(arg0, arg1);
  1612. LuaDLL.lua_pushboolean(L, o);
  1613. return 1;
  1614. }
  1615. else if (count == 3)
  1616. {
  1617. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1618. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1619. UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3);
  1620. bool o = UnityEngine.Physics.CheckBox(arg0, arg1, arg2);
  1621. LuaDLL.lua_pushboolean(L, o);
  1622. return 1;
  1623. }
  1624. else if (count == 4)
  1625. {
  1626. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1627. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1628. UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3);
  1629. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1630. bool o = UnityEngine.Physics.CheckBox(arg0, arg1, arg2, arg3);
  1631. LuaDLL.lua_pushboolean(L, o);
  1632. return 1;
  1633. }
  1634. else if (count == 5)
  1635. {
  1636. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1637. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1638. UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3);
  1639. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1640. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction));
  1641. bool o = UnityEngine.Physics.CheckBox(arg0, arg1, arg2, arg3, arg4);
  1642. LuaDLL.lua_pushboolean(L, o);
  1643. return 1;
  1644. }
  1645. else
  1646. {
  1647. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.CheckBox");
  1648. }
  1649. }
  1650. catch (Exception e)
  1651. {
  1652. return LuaDLL.toluaL_exception(L, e);
  1653. }
  1654. }
  1655. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1656. static int OverlapBox(IntPtr L)
  1657. {
  1658. try
  1659. {
  1660. int count = LuaDLL.lua_gettop(L);
  1661. if (count == 2)
  1662. {
  1663. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1664. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1665. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapBox(arg0, arg1);
  1666. ToLua.Push(L, o);
  1667. return 1;
  1668. }
  1669. else if (count == 3)
  1670. {
  1671. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1672. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1673. UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3);
  1674. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapBox(arg0, arg1, arg2);
  1675. ToLua.Push(L, o);
  1676. return 1;
  1677. }
  1678. else if (count == 4)
  1679. {
  1680. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1681. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1682. UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3);
  1683. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1684. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapBox(arg0, arg1, arg2, arg3);
  1685. ToLua.Push(L, o);
  1686. return 1;
  1687. }
  1688. else if (count == 5)
  1689. {
  1690. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1691. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1692. UnityEngine.Quaternion arg2 = ToLua.ToQuaternion(L, 3);
  1693. int arg3 = (int)LuaDLL.luaL_checknumber(L, 4);
  1694. UnityEngine.QueryTriggerInteraction arg4 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 5, typeof(UnityEngine.QueryTriggerInteraction));
  1695. UnityEngine.Collider[] o = UnityEngine.Physics.OverlapBox(arg0, arg1, arg2, arg3, arg4);
  1696. ToLua.Push(L, o);
  1697. return 1;
  1698. }
  1699. else
  1700. {
  1701. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapBox");
  1702. }
  1703. }
  1704. catch (Exception e)
  1705. {
  1706. return LuaDLL.toluaL_exception(L, e);
  1707. }
  1708. }
  1709. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1710. static int OverlapBoxNonAlloc(IntPtr L)
  1711. {
  1712. try
  1713. {
  1714. int count = LuaDLL.lua_gettop(L);
  1715. if (count == 3)
  1716. {
  1717. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1718. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1719. UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 3);
  1720. int o = UnityEngine.Physics.OverlapBoxNonAlloc(arg0, arg1, arg2);
  1721. LuaDLL.lua_pushinteger(L, o);
  1722. return 1;
  1723. }
  1724. else if (count == 4)
  1725. {
  1726. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1727. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1728. UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 3);
  1729. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  1730. int o = UnityEngine.Physics.OverlapBoxNonAlloc(arg0, arg1, arg2, arg3);
  1731. LuaDLL.lua_pushinteger(L, o);
  1732. return 1;
  1733. }
  1734. else if (count == 5)
  1735. {
  1736. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1737. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1738. UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 3);
  1739. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  1740. int arg4 = (int)LuaDLL.luaL_checknumber(L, 5);
  1741. int o = UnityEngine.Physics.OverlapBoxNonAlloc(arg0, arg1, arg2, arg3, arg4);
  1742. LuaDLL.lua_pushinteger(L, o);
  1743. return 1;
  1744. }
  1745. else if (count == 6)
  1746. {
  1747. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1748. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1749. UnityEngine.Collider[] arg2 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 3);
  1750. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  1751. int arg4 = (int)LuaDLL.luaL_checknumber(L, 5);
  1752. UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction));
  1753. int o = UnityEngine.Physics.OverlapBoxNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5);
  1754. LuaDLL.lua_pushinteger(L, o);
  1755. return 1;
  1756. }
  1757. else
  1758. {
  1759. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapBoxNonAlloc");
  1760. }
  1761. }
  1762. catch (Exception e)
  1763. {
  1764. return LuaDLL.toluaL_exception(L, e);
  1765. }
  1766. }
  1767. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1768. static int BoxCastNonAlloc(IntPtr L)
  1769. {
  1770. try
  1771. {
  1772. int count = LuaDLL.lua_gettop(L);
  1773. if (count == 4)
  1774. {
  1775. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1776. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1777. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1778. UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 4);
  1779. int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3);
  1780. LuaDLL.lua_pushinteger(L, o);
  1781. return 1;
  1782. }
  1783. else if (count == 5)
  1784. {
  1785. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1786. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1787. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1788. UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 4);
  1789. UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5);
  1790. int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3, arg4);
  1791. LuaDLL.lua_pushinteger(L, o);
  1792. return 1;
  1793. }
  1794. else if (count == 6)
  1795. {
  1796. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1797. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1798. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1799. UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 4);
  1800. UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5);
  1801. float arg5 = (float)LuaDLL.luaL_checknumber(L, 6);
  1802. int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5);
  1803. LuaDLL.lua_pushinteger(L, o);
  1804. return 1;
  1805. }
  1806. else if (count == 7)
  1807. {
  1808. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1809. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1810. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1811. UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 4);
  1812. UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5);
  1813. float arg5 = (float)LuaDLL.luaL_checknumber(L, 6);
  1814. int arg6 = (int)LuaDLL.luaL_checknumber(L, 7);
  1815. int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
  1816. LuaDLL.lua_pushinteger(L, o);
  1817. return 1;
  1818. }
  1819. else if (count == 8)
  1820. {
  1821. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1822. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1823. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1824. UnityEngine.RaycastHit[] arg3 = ToLua.CheckStructArray<UnityEngine.RaycastHit>(L, 4);
  1825. UnityEngine.Quaternion arg4 = ToLua.ToQuaternion(L, 5);
  1826. float arg5 = (float)LuaDLL.luaL_checknumber(L, 6);
  1827. int arg6 = (int)LuaDLL.luaL_checknumber(L, 7);
  1828. UnityEngine.QueryTriggerInteraction arg7 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 8, typeof(UnityEngine.QueryTriggerInteraction));
  1829. int o = UnityEngine.Physics.BoxCastNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7);
  1830. LuaDLL.lua_pushinteger(L, o);
  1831. return 1;
  1832. }
  1833. else
  1834. {
  1835. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.BoxCastNonAlloc");
  1836. }
  1837. }
  1838. catch (Exception e)
  1839. {
  1840. return LuaDLL.toluaL_exception(L, e);
  1841. }
  1842. }
  1843. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1844. static int BoxCastAll(IntPtr L)
  1845. {
  1846. try
  1847. {
  1848. int count = LuaDLL.lua_gettop(L);
  1849. if (count == 3)
  1850. {
  1851. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1852. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1853. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1854. UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2);
  1855. ToLua.Push(L, o);
  1856. return 1;
  1857. }
  1858. else if (count == 4)
  1859. {
  1860. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1861. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1862. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1863. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  1864. UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2, arg3);
  1865. ToLua.Push(L, o);
  1866. return 1;
  1867. }
  1868. else if (count == 5)
  1869. {
  1870. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1871. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1872. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1873. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  1874. float arg4 = (float)LuaDLL.luaL_checknumber(L, 5);
  1875. UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2, arg3, arg4);
  1876. ToLua.Push(L, o);
  1877. return 1;
  1878. }
  1879. else if (count == 6)
  1880. {
  1881. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1882. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1883. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1884. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  1885. float arg4 = (float)LuaDLL.luaL_checknumber(L, 5);
  1886. int arg5 = (int)LuaDLL.luaL_checknumber(L, 6);
  1887. UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2, arg3, arg4, arg5);
  1888. ToLua.Push(L, o);
  1889. return 1;
  1890. }
  1891. else if (count == 7)
  1892. {
  1893. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1894. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1895. UnityEngine.Vector3 arg2 = ToLua.ToVector3(L, 3);
  1896. UnityEngine.Quaternion arg3 = ToLua.ToQuaternion(L, 4);
  1897. float arg4 = (float)LuaDLL.luaL_checknumber(L, 5);
  1898. int arg5 = (int)LuaDLL.luaL_checknumber(L, 6);
  1899. UnityEngine.QueryTriggerInteraction arg6 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 7, typeof(UnityEngine.QueryTriggerInteraction));
  1900. UnityEngine.RaycastHit[] o = UnityEngine.Physics.BoxCastAll(arg0, arg1, arg2, arg3, arg4, arg5, arg6);
  1901. ToLua.Push(L, o);
  1902. return 1;
  1903. }
  1904. else
  1905. {
  1906. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.BoxCastAll");
  1907. }
  1908. }
  1909. catch (Exception e)
  1910. {
  1911. return LuaDLL.toluaL_exception(L, e);
  1912. }
  1913. }
  1914. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1915. static int OverlapCapsuleNonAlloc(IntPtr L)
  1916. {
  1917. try
  1918. {
  1919. int count = LuaDLL.lua_gettop(L);
  1920. if (count == 4)
  1921. {
  1922. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1923. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1924. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1925. UnityEngine.Collider[] arg3 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 4);
  1926. int o = UnityEngine.Physics.OverlapCapsuleNonAlloc(arg0, arg1, arg2, arg3);
  1927. LuaDLL.lua_pushinteger(L, o);
  1928. return 1;
  1929. }
  1930. else if (count == 5)
  1931. {
  1932. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1933. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1934. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1935. UnityEngine.Collider[] arg3 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 4);
  1936. int arg4 = (int)LuaDLL.luaL_checknumber(L, 5);
  1937. int o = UnityEngine.Physics.OverlapCapsuleNonAlloc(arg0, arg1, arg2, arg3, arg4);
  1938. LuaDLL.lua_pushinteger(L, o);
  1939. return 1;
  1940. }
  1941. else if (count == 6)
  1942. {
  1943. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 1);
  1944. UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2);
  1945. float arg2 = (float)LuaDLL.luaL_checknumber(L, 3);
  1946. UnityEngine.Collider[] arg3 = ToLua.CheckObjectArray<UnityEngine.Collider>(L, 4);
  1947. int arg4 = (int)LuaDLL.luaL_checknumber(L, 5);
  1948. UnityEngine.QueryTriggerInteraction arg5 = (UnityEngine.QueryTriggerInteraction)ToLua.CheckObject(L, 6, typeof(UnityEngine.QueryTriggerInteraction));
  1949. int o = UnityEngine.Physics.OverlapCapsuleNonAlloc(arg0, arg1, arg2, arg3, arg4, arg5);
  1950. LuaDLL.lua_pushinteger(L, o);
  1951. return 1;
  1952. }
  1953. else
  1954. {
  1955. return LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Physics.OverlapCapsuleNonAlloc");
  1956. }
  1957. }
  1958. catch (Exception e)
  1959. {
  1960. return LuaDLL.toluaL_exception(L, e);
  1961. }
  1962. }
  1963. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1964. static int RebuildBroadphaseRegions(IntPtr L)
  1965. {
  1966. try
  1967. {
  1968. ToLua.CheckArgsCount(L, 2);
  1969. UnityEngine.Bounds arg0 = ToLua.ToBounds(L, 1);
  1970. int arg1 = (int)LuaDLL.luaL_checknumber(L, 2);
  1971. UnityEngine.Physics.RebuildBroadphaseRegions(arg0, arg1);
  1972. return 0;
  1973. }
  1974. catch (Exception e)
  1975. {
  1976. return LuaDLL.toluaL_exception(L, e);
  1977. }
  1978. }
  1979. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1980. static int get_gravity(IntPtr L)
  1981. {
  1982. try
  1983. {
  1984. ToLua.Push(L, UnityEngine.Physics.gravity);
  1985. return 1;
  1986. }
  1987. catch (Exception e)
  1988. {
  1989. return LuaDLL.toluaL_exception(L, e);
  1990. }
  1991. }
  1992. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  1993. static int get_defaultContactOffset(IntPtr L)
  1994. {
  1995. try
  1996. {
  1997. LuaDLL.lua_pushnumber(L, UnityEngine.Physics.defaultContactOffset);
  1998. return 1;
  1999. }
  2000. catch (Exception e)
  2001. {
  2002. return LuaDLL.toluaL_exception(L, e);
  2003. }
  2004. }
  2005. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2006. static int get_sleepThreshold(IntPtr L)
  2007. {
  2008. try
  2009. {
  2010. LuaDLL.lua_pushnumber(L, UnityEngine.Physics.sleepThreshold);
  2011. return 1;
  2012. }
  2013. catch (Exception e)
  2014. {
  2015. return LuaDLL.toluaL_exception(L, e);
  2016. }
  2017. }
  2018. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2019. static int get_queriesHitTriggers(IntPtr L)
  2020. {
  2021. try
  2022. {
  2023. LuaDLL.lua_pushboolean(L, UnityEngine.Physics.queriesHitTriggers);
  2024. return 1;
  2025. }
  2026. catch (Exception e)
  2027. {
  2028. return LuaDLL.toluaL_exception(L, e);
  2029. }
  2030. }
  2031. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2032. static int get_queriesHitBackfaces(IntPtr L)
  2033. {
  2034. try
  2035. {
  2036. LuaDLL.lua_pushboolean(L, UnityEngine.Physics.queriesHitBackfaces);
  2037. return 1;
  2038. }
  2039. catch (Exception e)
  2040. {
  2041. return LuaDLL.toluaL_exception(L, e);
  2042. }
  2043. }
  2044. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2045. static int get_bounceThreshold(IntPtr L)
  2046. {
  2047. try
  2048. {
  2049. LuaDLL.lua_pushnumber(L, UnityEngine.Physics.bounceThreshold);
  2050. return 1;
  2051. }
  2052. catch (Exception e)
  2053. {
  2054. return LuaDLL.toluaL_exception(L, e);
  2055. }
  2056. }
  2057. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2058. static int get_defaultSolverIterations(IntPtr L)
  2059. {
  2060. try
  2061. {
  2062. LuaDLL.lua_pushinteger(L, UnityEngine.Physics.defaultSolverIterations);
  2063. return 1;
  2064. }
  2065. catch (Exception e)
  2066. {
  2067. return LuaDLL.toluaL_exception(L, e);
  2068. }
  2069. }
  2070. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2071. static int get_defaultSolverVelocityIterations(IntPtr L)
  2072. {
  2073. try
  2074. {
  2075. LuaDLL.lua_pushinteger(L, UnityEngine.Physics.defaultSolverVelocityIterations);
  2076. return 1;
  2077. }
  2078. catch (Exception e)
  2079. {
  2080. return LuaDLL.toluaL_exception(L, e);
  2081. }
  2082. }
  2083. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2084. static int get_defaultPhysicsScene(IntPtr L)
  2085. {
  2086. try
  2087. {
  2088. ToLua.PushValue(L, UnityEngine.Physics.defaultPhysicsScene);
  2089. return 1;
  2090. }
  2091. catch (Exception e)
  2092. {
  2093. return LuaDLL.toluaL_exception(L, e);
  2094. }
  2095. }
  2096. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2097. static int get_autoSimulation(IntPtr L)
  2098. {
  2099. try
  2100. {
  2101. LuaDLL.lua_pushboolean(L, UnityEngine.Physics.autoSimulation);
  2102. return 1;
  2103. }
  2104. catch (Exception e)
  2105. {
  2106. return LuaDLL.toluaL_exception(L, e);
  2107. }
  2108. }
  2109. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2110. static int get_autoSyncTransforms(IntPtr L)
  2111. {
  2112. try
  2113. {
  2114. LuaDLL.lua_pushboolean(L, UnityEngine.Physics.autoSyncTransforms);
  2115. return 1;
  2116. }
  2117. catch (Exception e)
  2118. {
  2119. return LuaDLL.toluaL_exception(L, e);
  2120. }
  2121. }
  2122. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2123. static int get_reuseCollisionCallbacks(IntPtr L)
  2124. {
  2125. try
  2126. {
  2127. LuaDLL.lua_pushboolean(L, UnityEngine.Physics.reuseCollisionCallbacks);
  2128. return 1;
  2129. }
  2130. catch (Exception e)
  2131. {
  2132. return LuaDLL.toluaL_exception(L, e);
  2133. }
  2134. }
  2135. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2136. static int get_interCollisionDistance(IntPtr L)
  2137. {
  2138. try
  2139. {
  2140. LuaDLL.lua_pushnumber(L, UnityEngine.Physics.interCollisionDistance);
  2141. return 1;
  2142. }
  2143. catch (Exception e)
  2144. {
  2145. return LuaDLL.toluaL_exception(L, e);
  2146. }
  2147. }
  2148. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2149. static int get_interCollisionStiffness(IntPtr L)
  2150. {
  2151. try
  2152. {
  2153. LuaDLL.lua_pushnumber(L, UnityEngine.Physics.interCollisionStiffness);
  2154. return 1;
  2155. }
  2156. catch (Exception e)
  2157. {
  2158. return LuaDLL.toluaL_exception(L, e);
  2159. }
  2160. }
  2161. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2162. static int get_interCollisionSettingsToggle(IntPtr L)
  2163. {
  2164. try
  2165. {
  2166. LuaDLL.lua_pushboolean(L, UnityEngine.Physics.interCollisionSettingsToggle);
  2167. return 1;
  2168. }
  2169. catch (Exception e)
  2170. {
  2171. return LuaDLL.toluaL_exception(L, e);
  2172. }
  2173. }
  2174. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2175. static int set_gravity(IntPtr L)
  2176. {
  2177. try
  2178. {
  2179. UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2);
  2180. UnityEngine.Physics.gravity = arg0;
  2181. return 0;
  2182. }
  2183. catch (Exception e)
  2184. {
  2185. return LuaDLL.toluaL_exception(L, e);
  2186. }
  2187. }
  2188. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2189. static int set_defaultContactOffset(IntPtr L)
  2190. {
  2191. try
  2192. {
  2193. float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
  2194. UnityEngine.Physics.defaultContactOffset = arg0;
  2195. return 0;
  2196. }
  2197. catch (Exception e)
  2198. {
  2199. return LuaDLL.toluaL_exception(L, e);
  2200. }
  2201. }
  2202. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2203. static int set_sleepThreshold(IntPtr L)
  2204. {
  2205. try
  2206. {
  2207. float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
  2208. UnityEngine.Physics.sleepThreshold = arg0;
  2209. return 0;
  2210. }
  2211. catch (Exception e)
  2212. {
  2213. return LuaDLL.toluaL_exception(L, e);
  2214. }
  2215. }
  2216. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2217. static int set_queriesHitTriggers(IntPtr L)
  2218. {
  2219. try
  2220. {
  2221. bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
  2222. UnityEngine.Physics.queriesHitTriggers = arg0;
  2223. return 0;
  2224. }
  2225. catch (Exception e)
  2226. {
  2227. return LuaDLL.toluaL_exception(L, e);
  2228. }
  2229. }
  2230. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2231. static int set_queriesHitBackfaces(IntPtr L)
  2232. {
  2233. try
  2234. {
  2235. bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
  2236. UnityEngine.Physics.queriesHitBackfaces = arg0;
  2237. return 0;
  2238. }
  2239. catch (Exception e)
  2240. {
  2241. return LuaDLL.toluaL_exception(L, e);
  2242. }
  2243. }
  2244. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2245. static int set_bounceThreshold(IntPtr L)
  2246. {
  2247. try
  2248. {
  2249. float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
  2250. UnityEngine.Physics.bounceThreshold = arg0;
  2251. return 0;
  2252. }
  2253. catch (Exception e)
  2254. {
  2255. return LuaDLL.toluaL_exception(L, e);
  2256. }
  2257. }
  2258. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2259. static int set_defaultSolverIterations(IntPtr L)
  2260. {
  2261. try
  2262. {
  2263. int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
  2264. UnityEngine.Physics.defaultSolverIterations = arg0;
  2265. return 0;
  2266. }
  2267. catch (Exception e)
  2268. {
  2269. return LuaDLL.toluaL_exception(L, e);
  2270. }
  2271. }
  2272. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2273. static int set_defaultSolverVelocityIterations(IntPtr L)
  2274. {
  2275. try
  2276. {
  2277. int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
  2278. UnityEngine.Physics.defaultSolverVelocityIterations = arg0;
  2279. return 0;
  2280. }
  2281. catch (Exception e)
  2282. {
  2283. return LuaDLL.toluaL_exception(L, e);
  2284. }
  2285. }
  2286. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2287. static int set_autoSimulation(IntPtr L)
  2288. {
  2289. try
  2290. {
  2291. bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
  2292. UnityEngine.Physics.autoSimulation = arg0;
  2293. return 0;
  2294. }
  2295. catch (Exception e)
  2296. {
  2297. return LuaDLL.toluaL_exception(L, e);
  2298. }
  2299. }
  2300. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2301. static int set_autoSyncTransforms(IntPtr L)
  2302. {
  2303. try
  2304. {
  2305. bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
  2306. UnityEngine.Physics.autoSyncTransforms = arg0;
  2307. return 0;
  2308. }
  2309. catch (Exception e)
  2310. {
  2311. return LuaDLL.toluaL_exception(L, e);
  2312. }
  2313. }
  2314. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2315. static int set_reuseCollisionCallbacks(IntPtr L)
  2316. {
  2317. try
  2318. {
  2319. bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
  2320. UnityEngine.Physics.reuseCollisionCallbacks = arg0;
  2321. return 0;
  2322. }
  2323. catch (Exception e)
  2324. {
  2325. return LuaDLL.toluaL_exception(L, e);
  2326. }
  2327. }
  2328. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2329. static int set_interCollisionDistance(IntPtr L)
  2330. {
  2331. try
  2332. {
  2333. float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
  2334. UnityEngine.Physics.interCollisionDistance = arg0;
  2335. return 0;
  2336. }
  2337. catch (Exception e)
  2338. {
  2339. return LuaDLL.toluaL_exception(L, e);
  2340. }
  2341. }
  2342. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2343. static int set_interCollisionStiffness(IntPtr L)
  2344. {
  2345. try
  2346. {
  2347. float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
  2348. UnityEngine.Physics.interCollisionStiffness = arg0;
  2349. return 0;
  2350. }
  2351. catch (Exception e)
  2352. {
  2353. return LuaDLL.toluaL_exception(L, e);
  2354. }
  2355. }
  2356. [MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
  2357. static int set_interCollisionSettingsToggle(IntPtr L)
  2358. {
  2359. try
  2360. {
  2361. bool arg0 = LuaDLL.luaL_checkboolean(L, 2);
  2362. UnityEngine.Physics.interCollisionSettingsToggle = arg0;
  2363. return 0;
  2364. }
  2365. catch (Exception e)
  2366. {
  2367. return LuaDLL.toluaL_exception(L, e);
  2368. }
  2369. }
  2370. }