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Ipseity-Demo/Assets/Wwise/API/Runtime/Generated/Common/AkWorldTransform.cs
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2026-03-23 14:28:21 +01:00

121 lines
6.3 KiB
C#

#if !(UNITY_QNX) // Disable under unsupported platforms.
//------------------------------------------------------------------------------
// <auto-generated />
//
// 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 game objects in the world (i.e. supports 64-bit-precision position)
public class AkWorldTransform : global::System.IDisposable {
private global::System.IntPtr swigCPtr;
protected bool swigCMemOwn;
internal AkWorldTransform(global::System.IntPtr cPtr, bool cMemoryOwn) {
swigCMemOwn = cMemoryOwn;
swigCPtr = cPtr;
}
internal static global::System.IntPtr getCPtr(AkWorldTransform obj) {
return (obj == null) ? global::System.IntPtr.Zero : obj.swigCPtr;
}
internal virtual void setCPtr(global::System.IntPtr cPtr) {
Dispose();
swigCPtr = cPtr;
}
~AkWorldTransform() {
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_AkWorldTransform(swigCPtr);
}
swigCPtr = global::System.IntPtr.Zero;
}
global::System.GC.SuppressFinalize(this);
}
}
/// Get position vector.
public AkVector64 Position() { return AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_Position(swigCPtr); }
/// Get orientation front vector.
public UnityEngine.Vector3 OrientationFront() { return AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_OrientationFront(swigCPtr); }
/// Get orientation top vector.
public UnityEngine.Vector3 OrientationTop() { return AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_OrientationTop(swigCPtr); }
/// Set position and orientation. Orientation front and top should be orthogonal and normalized.
/// <param name="in_position"> Position vector.</param>
/// <param name="in_orientationFront"> Orientation front</param>
/// <param name="in_orientationTop"> Orientation top</param>
public void Set(AkVector64 in_position, UnityEngine.Vector3 in_orientationFront, UnityEngine.Vector3 in_orientationTop) { AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_Set__SWIG_0(swigCPtr, in_position, in_orientationFront, in_orientationTop); }
/// Set position and orientation. Orientation front and top should be orthogonal and normalized.
/// <param name="in_positionX"> Position x</param>
/// <param name="in_positionY"> Position y</param>
/// <param name="in_positionZ"> Position z</param>
/// <param name="in_orientFrontX"> Orientation front x</param>
/// <param name="in_orientFrontY"> Orientation front y</param>
/// <param name="in_orientFrontZ"> Orientation front z</param>
/// <param name="in_orientTopX"> Orientation top x</param>
/// <param name="in_orientTopY"> Orientation top y</param>
/// <param name="in_orientTopZ"> Orientation top z</param>
public void Set(double in_positionX, double in_positionY, double in_positionZ, float in_orientFrontX, float in_orientFrontY, float in_orientFrontZ, float in_orientTopX, float in_orientTopY, float in_orientTopZ) { AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_Set__SWIG_1(swigCPtr, in_positionX, in_positionY, in_positionZ, in_orientFrontX, in_orientFrontY, in_orientFrontZ, in_orientTopX, in_orientTopY, in_orientTopZ); }
/// Set position.
/// <param name="in_position"> Position vector.</param>
public void SetPosition(AkVector64 in_position) { AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_SetPosition__SWIG_0(swigCPtr, in_position); }
/// Set position.
/// <param name="in_x"> x</param>
/// <param name="in_y"> y</param>
/// <param name="in_z"> z</param>
public void SetPosition(double in_x, double in_y, double in_z) { AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_SetPosition__SWIG_1(swigCPtr, in_x, in_y, in_z); }
/// Set orientation. Orientation front and top should be orthogonal and normalized.
/// <param name="in_orientationFront"> Orientation front</param>
/// <param name="in_orientationTop"> Orientation top</param>
public void SetOrientation(UnityEngine.Vector3 in_orientationFront, UnityEngine.Vector3 in_orientationTop) { AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_SetOrientation__SWIG_0(swigCPtr, in_orientationFront, in_orientationTop); }
/// Set orientation. Orientation front and top should be orthogonal and normalized.
/// <param name="in_orientFrontX"> Orientation front x</param>
/// <param name="in_orientFrontY"> Orientation front y</param>
/// <param name="in_orientFrontZ"> Orientation front z</param>
/// <param name="in_orientTopX"> Orientation top x</param>
/// <param name="in_orientTopY"> Orientation top y</param>
/// <param name="in_orientTopZ"> Orientation top z</param>
public void SetOrientation(float in_orientFrontX, float in_orientFrontY, float in_orientFrontZ, float in_orientTopX, float in_orientTopY, float in_orientTopZ) { AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_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_AkWorldTransform_orientationFront_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_orientationFront_get(swigCPtr); }
}
/// Top orientation of the listener
public UnityEngine.Vector3 orientationTop { set { AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_orientationTop_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_orientationTop_get(swigCPtr); }
}
/// Position of the listener
public AkVector64 position { set { AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_position_set(swigCPtr, value); } get { return AkUnitySoundEnginePINVOKE.CSharp_AkWorldTransform_position_get(swigCPtr); }
}
public AkWorldTransform() : this(AkUnitySoundEnginePINVOKE.CSharp_new_AkWorldTransform(), true) {
}
}
#endif // #if !(UNITY_QNX) // Disable under unsupported platforms.