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nearby/internal/platform/implementation/windows/generated/winrt/impl/Windows.Perception.People.2.h
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2025-07-09 08:58:00 -07:00

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C++

// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.250303.1
#pragma once
#ifndef WINRT_Windows_Perception_People_2_H
#define WINRT_Windows_Perception_People_2_H
#include "winrt/impl/Windows.Foundation.Numerics.2.h"
#include "winrt/impl/Windows.Perception.People.1.h"
WINRT_EXPORT namespace winrt::Windows::Perception::People
{
struct HandMeshVertex
{
winrt::Windows::Foundation::Numerics::float3 Position {};
winrt::Windows::Foundation::Numerics::float3 Normal {};
};
inline bool operator==(HandMeshVertex const& left, HandMeshVertex const& right) noexcept
{
return left.Position == right.Position && left.Normal == right.Normal;
}
inline bool operator!=(HandMeshVertex const& left, HandMeshVertex const& right) noexcept
{
return !(left == right);
}
struct JointPose
{
winrt::Windows::Foundation::Numerics::quaternion Orientation {};
winrt::Windows::Foundation::Numerics::float3 Position {};
float Radius {};
winrt::Windows::Perception::People::JointPoseAccuracy Accuracy {};
};
inline bool operator==(JointPose const& left, JointPose const& right) noexcept
{
return left.Orientation == right.Orientation && left.Position == right.Position && left.Radius == right.Radius && left.Accuracy == right.Accuracy;
}
inline bool operator!=(JointPose const& left, JointPose const& right) noexcept
{
return !(left == right);
}
struct WINRT_IMPL_EMPTY_BASES EyesPose : winrt::Windows::Perception::People::IEyesPose
{
EyesPose(std::nullptr_t) noexcept {}
EyesPose(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Perception::People::IEyesPose(ptr, take_ownership_from_abi) {}
static auto IsSupported();
static auto RequestAccessAsync();
};
struct WINRT_IMPL_EMPTY_BASES HandMeshObserver : winrt::Windows::Perception::People::IHandMeshObserver
{
HandMeshObserver(std::nullptr_t) noexcept {}
HandMeshObserver(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Perception::People::IHandMeshObserver(ptr, take_ownership_from_abi) {}
};
struct WINRT_IMPL_EMPTY_BASES HandMeshVertexState : winrt::Windows::Perception::People::IHandMeshVertexState
{
HandMeshVertexState(std::nullptr_t) noexcept {}
HandMeshVertexState(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Perception::People::IHandMeshVertexState(ptr, take_ownership_from_abi) {}
};
struct WINRT_IMPL_EMPTY_BASES HandPose : winrt::Windows::Perception::People::IHandPose
{
HandPose(std::nullptr_t) noexcept {}
HandPose(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Perception::People::IHandPose(ptr, take_ownership_from_abi) {}
};
struct WINRT_IMPL_EMPTY_BASES HeadPose : winrt::Windows::Perception::People::IHeadPose
{
HeadPose(std::nullptr_t) noexcept {}
HeadPose(void* ptr, take_ownership_from_abi_t) noexcept : winrt::Windows::Perception::People::IHeadPose(ptr, take_ownership_from_abi) {}
};
}
#endif