slot1 = Mathf slot2 = Vector3 slot3 = { __index = function (slot0, slot1) return rawget(uv0, slot1) end, __call = function (slot0, slot1) return uv0.New(slot1) end, New = function (slot0, slot1) return uv0({ normal = slot0:Normalize(), distance = slot1 }, uv1) end, Get = function (slot0) return slot0.normal, slot0.distance end, Raycast = function (slot0, slot1) slot3 = -uv0.Dot(slot1.origin, slot0.normal) - slot0.distance if uv1.Approximately(uv0.Dot(slot1.direction, slot0.normal), 0) then return false, 0 end return slot3 / slot2 > 0, slot4 end, SetNormalAndPosition = function (slot0, slot1, slot2) slot0.normal = slot1:Normalize() slot0.distance = -uv0.Dot(slot1, slot2) end, Set3Points = function (slot0, slot1, slot2, slot3) slot0.normal = uv0.Normalize(uv0.Cross(slot2 - slot1, slot3 - slot1)) slot0.distance = -uv0.Dot(slot0.normal, slot1) end, GetDistanceToPoint = function (slot0, slot1) return uv0.Dot(slot0.normal, slot1) + slot0.distance end, GetSide = function (slot0, slot1) return uv0.Dot(slot0.normal, slot1) + slot0.distance > 0 end, SameSide = function (slot0, slot1, slot2) slot4 = slot0:GetDistanceToPoint(slot2) return slot0:GetDistanceToPoint(slot1) > 0 and slot4 > 0 or slot3 <= 0 and slot4 <= 0 end } UnityEngine.Plane = slot3 setmetatable(slot3, slot3) return slot3