// Copyright Epic Games, Inc. All Rights Reserved. //------------------------------------------------------------------------------ // // // This file was automatically generated by SWIG (http://www.swig.org). // Version 4.0.1 // // Do not make changes to this file unless you know what you are doing--modify // the SWIG interface file instead. //------------------------------------------------------------------------------ public class FDatasmithFacadeActorCamera : FDatasmithFacadeActor { private global::System.Runtime.InteropServices.HandleRef swigCPtr; internal FDatasmithFacadeActorCamera(global::System.IntPtr cPtr, bool cMemoryOwn) : base(DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SWIGUpcast(cPtr), cMemoryOwn) { swigCPtr = new global::System.Runtime.InteropServices.HandleRef(this, cPtr); } internal static global::System.Runtime.InteropServices.HandleRef getCPtr(FDatasmithFacadeActorCamera obj) { return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr; } protected override void Dispose(bool disposing) { lock(this) { if (swigCPtr.Handle != global::System.IntPtr.Zero) { if (swigCMemOwn) { swigCMemOwn = false; DatasmithFacadeCSharpPINVOKE.delete_FDatasmithFacadeActorCamera(swigCPtr); } swigCPtr = new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero); } base.Dispose(disposing); } } public FDatasmithFacadeActorCamera(string InElementName) : this(DatasmithFacadeCSharpPINVOKE.new_FDatasmithFacadeActorCamera(InElementName), true) { } public void SetCameraPosition(double InX, double InY, double InZ) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetCameraPosition(swigCPtr, InX, InY, InZ); } public void SetCameraRotation(double InForwardX, double InForwardY, double InForwardZ, double InUpX, double InUpY, double InUpZ) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetCameraRotation(swigCPtr, InForwardX, InForwardY, InForwardZ, InUpX, InUpY, InUpZ); } public void SetSensorWidth(float InSensorWidth) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetSensorWidth(swigCPtr, InSensorWidth); } public float GetSensorWidth() { float ret = DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_GetSensorWidth(swigCPtr); return ret; } public void SetAspectRatio(float InAspectRatio) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetAspectRatio(swigCPtr, InAspectRatio); } public float GetAspectRatio() { float ret = DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_GetAspectRatio(swigCPtr); return ret; } public void SetFocusDistance(float InTargetX, float InTargetY, float InTargetZ) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetFocusDistance__SWIG_0(swigCPtr, InTargetX, InTargetY, InTargetZ); } public void SetFocusDistance(float InFocusDistance) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetFocusDistance__SWIG_1(swigCPtr, InFocusDistance); } public float GetFocusDistance() { float ret = DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_GetFocusDistance(swigCPtr); return ret; } public void SetFocalLength(float InFocalLength) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetFocalLength__SWIG_0(swigCPtr, InFocalLength); } public void SetFocalLength(float InFOV, bool bInVerticalFOV) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetFocalLength__SWIG_1(swigCPtr, InFOV, bInVerticalFOV); } public float GetFocalLength() { float ret = DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_GetFocalLength(swigCPtr); return ret; } public void SetLookAtActor(string InActorName) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetLookAtActor(swigCPtr, InActorName); } public string GetLookAtActor() { string ret = global::System.Runtime.InteropServices.Marshal.PtrToStringUni(DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_GetLookAtActor(swigCPtr)); return ret; } public void SetLookAtAllowRoll(bool bInAllow) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetLookAtAllowRoll(swigCPtr, bInAllow); } public bool GetLookAtAllowRoll() { bool ret = DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_GetLookAtAllowRoll(swigCPtr); return ret; } public bool GetEnableDepthOfField() { bool ret = DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_GetEnableDepthOfField(swigCPtr); return ret; } public void SetEnableDepthOfField(bool bInEnableDepthOfField) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetEnableDepthOfField(swigCPtr, bInEnableDepthOfField); } public float GetFStop() { float ret = DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_GetFStop(swigCPtr); return ret; } public void SetFStop(float InFStop) { DatasmithFacadeCSharpPINVOKE.FDatasmithFacadeActorCamera_SetFStop(swigCPtr, InFStop); } }