#if !(UNITY_QNX) // Disable under unsupported platforms.
//------------------------------------------------------------------------------
//
//
// This file was automatically generated by SWIG (https://www.swig.org).
// Version 4.4.0
//
// Do not make changes to this file unless you know what you are doing - modify
// the SWIG interface file instead.
//------------------------------------------------------------------------------
/// Position and orientation of objects in a "local" space
public class AkTransform : global::System.IDisposable {
private global::System.IntPtr swigCPtr;
protected bool swigCMemOwn;
internal AkTransform(global::System.IntPtr cPtr, bool cMemoryOwn) {
swigCMemOwn = cMemoryOwn;
swigCPtr = cPtr;
}
internal static global::System.IntPtr getCPtr(AkTransform obj) {
return (obj == null) ? global::System.IntPtr.Zero : obj.swigCPtr;
}
internal virtual void setCPtr(global::System.IntPtr cPtr) {
Dispose();
swigCPtr = cPtr;
}
~AkTransform() {
Dispose(false);
}
public void Dispose() {
Dispose(true);
global::System.GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing) {
lock(this) {
if (swigCPtr != global::System.IntPtr.Zero) {
if (swigCMemOwn) {
swigCMemOwn = false;
AkUnitySoundEnginePINVOKE.CSharp_delete_AkTransform(swigCPtr);
}
swigCPtr = global::System.IntPtr.Zero;
}
global::System.GC.SuppressFinalize(this);
}
}
/// Get position vector.
public UnityEngine.Vector3 Position() { return AkUnitySoundEnginePINVOKE.CSharp_AkTransform_Position(swigCPtr); }
/// Get orientation front vector.
public UnityEngine.Vector3 OrientationFront() { return AkUnitySoundEnginePINVOKE.CSharp_AkTransform_OrientationFront(swigCPtr); }
/// Get orientation top vector.
public UnityEngine.Vector3 OrientationTop() { return AkUnitySoundEnginePINVOKE.CSharp_AkTransform_OrientationTop(swigCPtr); }
/// Set position and orientation. Orientation front and top should be orthogonal and normalized.
/// Position vector.
/// Orientation front
/// Orientation top
public void Set(UnityEngine.Vector3 in_position, UnityEngine.Vector3 in_orientationFront, UnityEngine.Vector3 in_orientationTop) { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_Set__SWIG_0(swigCPtr, in_position, in_orientationFront, in_orientationTop); }
/// Set position and orientation. Orientation front and top should be orthogonal and normalized.
/// Position x
/// Position y
/// Position z
/// Orientation front x
/// Orientation front y
/// Orientation front z
/// Orientation top x
/// Orientation top y
/// Orientation top z
public void Set(float in_positionX, float in_positionY, float in_positionZ, float in_orientFrontX, float in_orientFrontY, float in_orientFrontZ, float in_orientTopX, float in_orientTopY, float in_orientTopZ) { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_Set__SWIG_1(swigCPtr, in_positionX, in_positionY, in_positionZ, in_orientFrontX, in_orientFrontY, in_orientFrontZ, in_orientTopX, in_orientTopY, in_orientTopZ); }
/// Set position.
/// Position vector.
public void SetPosition(UnityEngine.Vector3 in_position) { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_SetPosition__SWIG_0(swigCPtr, in_position); }
/// Set position.
/// x
/// y
/// z
public void SetPosition(float in_x, float in_y, float in_z) { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_SetPosition__SWIG_1(swigCPtr, in_x, in_y, in_z); }
/// Set orientation. Orientation front and top should be orthogonal and normalized.
/// Orientation front
/// Orientation top
public void SetOrientation(UnityEngine.Vector3 in_orientationFront, UnityEngine.Vector3 in_orientationTop) { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_SetOrientation__SWIG_0(swigCPtr, in_orientationFront, in_orientationTop); }
/// Set orientation. Orientation front and top should be orthogonal and normalized.
/// Orientation front x
/// Orientation front y
/// Orientation front z
/// Orientation top x
/// Orientation top y
/// Orientation top z
public void SetOrientation(float in_orientFrontX, float in_orientFrontY, float in_orientFrontZ, float in_orientTopX, float in_orientTopY, float in_orientTopZ) { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_SetOrientation__SWIG_1(swigCPtr, in_orientFrontX, in_orientFrontY, in_orientFrontZ, in_orientTopX, in_orientTopY, in_orientTopZ); }
/// Orientation of the listener
public UnityEngine.Vector3 orientationFront { set { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_orientationFront_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_AkTransform_orientationFront_get(swigCPtr); }
}
/// Top orientation of the listener
public UnityEngine.Vector3 orientationTop { set { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_orientationTop_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_AkTransform_orientationTop_get(swigCPtr); }
}
/// Position of the listener
public UnityEngine.Vector3 position { set { AkUnitySoundEnginePINVOKE.CSharp_AkTransform_position_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_AkTransform_position_get(swigCPtr); }
}
public AkTransform() : this(AkUnitySoundEnginePINVOKE.CSharp_new_AkTransform(), true) {
}
}
#endif // #if !(UNITY_QNX) // Disable under unsupported platforms.