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