#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.