mirror of
https://github.com/kidfromjupiter/nearby.git
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1237 lines
72 KiB
C++
1237 lines
72 KiB
C++
// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.210930.14
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#pragma once
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#ifndef WINRT_Windows_UI_Composition_Scenes_H
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#define WINRT_Windows_UI_Composition_Scenes_H
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#include "winrt/base.h"
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static_assert(winrt::check_version(CPPWINRT_VERSION, "2.0.210930.14"), "Mismatched C++/WinRT headers.");
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#define CPPWINRT_VERSION "2.0.210930.14"
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#include "winrt/Windows.UI.Composition.h"
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#include "winrt/impl/Windows.Foundation.2.h"
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#include "winrt/impl/Windows.Foundation.Collections.2.h"
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#include "winrt/impl/Windows.Foundation.Numerics.2.h"
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#include "winrt/impl/Windows.Graphics.DirectX.2.h"
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#include "winrt/impl/Windows.UI.Composition.2.h"
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#include "winrt/impl/Windows.UI.Composition.Scenes.2.h"
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namespace winrt::impl
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{
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_ISceneBoundingBox<D>::Center() const
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{
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winrt::Windows::Foundation::Numerics::float3 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox)->get_Center(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_ISceneBoundingBox<D>::Extents() const
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{
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winrt::Windows::Foundation::Numerics::float3 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox)->get_Extents(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_ISceneBoundingBox<D>::Max() const
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{
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winrt::Windows::Foundation::Numerics::float3 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox)->get_Max(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_ISceneBoundingBox<D>::Min() const
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{
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winrt::Windows::Foundation::Numerics::float3 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox)->get_Min(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_ISceneBoundingBox<D>::Size() const
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{
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winrt::Windows::Foundation::Numerics::float3 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox)->get_Size(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneComponentType) consume_Windows_UI_Composition_Scenes_ISceneComponent<D>::ComponentType() const
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{
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winrt::Windows::UI::Composition::Scenes::SceneComponentType value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneComponent)->get_ComponentType(reinterpret_cast<int32_t*>(&value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneBoundingBox) consume_Windows_UI_Composition_Scenes_ISceneMesh<D>::Bounds() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMesh)->get_Bounds(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneBoundingBox{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Graphics::DirectX::DirectXPrimitiveTopology) consume_Windows_UI_Composition_Scenes_ISceneMesh<D>::PrimitiveTopology() const
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{
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winrt::Windows::Graphics::DirectX::DirectXPrimitiveTopology value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMesh)->get_PrimitiveTopology(reinterpret_cast<int32_t*>(&value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMesh<D>::PrimitiveTopology(winrt::Windows::Graphics::DirectX::DirectXPrimitiveTopology const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMesh)->put_PrimitiveTopology(static_cast<int32_t>(value)));
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMesh<D>::FillMeshAttribute(winrt::Windows::UI::Composition::Scenes::SceneAttributeSemantic const& semantic, winrt::Windows::Graphics::DirectX::DirectXPixelFormat const& format, winrt::Windows::Foundation::MemoryBuffer const& memory) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMesh)->FillMeshAttribute(static_cast<int32_t>(semantic), static_cast<int32_t>(format), *(void**)(&memory)));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMaterial) consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponent<D>::Material() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent)->get_Material(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneMaterial{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponent<D>::Material(winrt::Windows::UI::Composition::Scenes::SceneMaterial const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent)->put_Material(*(void**)(&value)));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMesh) consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponent<D>::Mesh() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent)->get_Mesh(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneMesh{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponent<D>::Mesh(winrt::Windows::UI::Composition::Scenes::SceneMesh const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent)->put_Mesh(*(void**)(&value)));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMeshMaterialAttributeMap) consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponent<D>::UVMappings() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent)->get_UVMappings(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneMeshMaterialAttributeMap{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMeshRendererComponent) consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponentStatics<D>::Create(winrt::Windows::UI::Composition::Compositor const& compositor) const
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{
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void* result{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponentStatics)->Create(*(void**)(&compositor), &result));
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return winrt::Windows::UI::Composition::Scenes::SceneMeshRendererComponent{ result, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMesh) consume_Windows_UI_Composition_Scenes_ISceneMeshStatics<D>::Create(winrt::Windows::UI::Composition::Compositor const& compositor) const
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{
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void* result{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMeshStatics)->Create(*(void**)(&compositor), &result));
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return winrt::Windows::UI::Composition::Scenes::SceneMesh{ result, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::BaseColorInput() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->get_BaseColorInput(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneMaterialInput{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::BaseColorInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->put_BaseColorInput(*(void**)(&value)));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float4) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::BaseColorFactor() const
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{
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winrt::Windows::Foundation::Numerics::float4 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->get_BaseColorFactor(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::BaseColorFactor(winrt::Windows::Foundation::Numerics::float4 const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->put_BaseColorFactor(impl::bind_in(value)));
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}
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::MetallicFactor() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->get_MetallicFactor(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::MetallicFactor(float value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->put_MetallicFactor(value));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::MetallicRoughnessInput() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->get_MetallicRoughnessInput(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneMaterialInput{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::MetallicRoughnessInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->put_MetallicRoughnessInput(*(void**)(&value)));
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}
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::RoughnessFactor() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->get_RoughnessFactor(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial<D>::RoughnessFactor(float value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial)->put_RoughnessFactor(value));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMetallicRoughnessMaterial) consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterialStatics<D>::Create(winrt::Windows::UI::Composition::Compositor const& compositor) const
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{
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void* result{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterialStatics)->Create(*(void**)(&compositor), &result));
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return winrt::Windows::UI::Composition::Scenes::SceneMetallicRoughnessMaterial{ result, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::quaternion) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::Orientation() const
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{
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winrt::Windows::Foundation::Numerics::quaternion value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->get_Orientation(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::Orientation(winrt::Windows::Foundation::Numerics::quaternion const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->put_Orientation(impl::bind_in(value)));
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}
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::RotationAngle() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->get_RotationAngle(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::RotationAngle(float value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->put_RotationAngle(value));
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}
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::RotationAngleInDegrees() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->get_RotationAngleInDegrees(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::RotationAngleInDegrees(float value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->put_RotationAngleInDegrees(value));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::RotationAxis() const
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{
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winrt::Windows::Foundation::Numerics::float3 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->get_RotationAxis(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::RotationAxis(winrt::Windows::Foundation::Numerics::float3 const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->put_RotationAxis(impl::bind_in(value)));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::Scale() const
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{
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winrt::Windows::Foundation::Numerics::float3 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->get_Scale(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::Scale(winrt::Windows::Foundation::Numerics::float3 const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->put_Scale(impl::bind_in(value)));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::Translation() const
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{
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winrt::Windows::Foundation::Numerics::float3 value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->get_Translation(put_abi(value)));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneModelTransform<D>::Translation(winrt::Windows::Foundation::Numerics::float3 const& value) const
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{
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneModelTransform)->put_Translation(impl::bind_in(value)));
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneNodeCollection) consume_Windows_UI_Composition_Scenes_ISceneNode<D>::Children() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneNode)->get_Children(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneNodeCollection{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneComponentCollection) consume_Windows_UI_Composition_Scenes_ISceneNode<D>::Components() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneNode)->get_Components(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneComponentCollection{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneNode) consume_Windows_UI_Composition_Scenes_ISceneNode<D>::Parent() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneNode)->get_Parent(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneNode{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneModelTransform) consume_Windows_UI_Composition_Scenes_ISceneNode<D>::Transform() const
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{
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void* value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneNode)->get_Transform(&value));
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return winrt::Windows::UI::Composition::Scenes::SceneModelTransform{ value, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneComponent) consume_Windows_UI_Composition_Scenes_ISceneNode<D>::FindFirstComponentOfType(winrt::Windows::UI::Composition::Scenes::SceneComponentType const& value) const
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{
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void* result{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneNode)->FindFirstComponentOfType(static_cast<int32_t>(value), &result));
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return winrt::Windows::UI::Composition::Scenes::SceneComponent{ result, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneNode) consume_Windows_UI_Composition_Scenes_ISceneNodeStatics<D>::Create(winrt::Windows::UI::Composition::Compositor const& compositor) const
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{
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void* result{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneNodeStatics)->Create(*(void**)(&compositor), &result));
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return winrt::Windows::UI::Composition::Scenes::SceneNode{ result, take_ownership_from_abi };
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}
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template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::AlphaCutoff() const
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{
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float value{};
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check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_AlphaCutoff(&value));
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return value;
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}
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template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::AlphaCutoff(float value) const
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{
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|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_AlphaCutoff(value));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneAlphaMode) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::AlphaMode() const
|
|
{
|
|
winrt::Windows::UI::Composition::Scenes::SceneAlphaMode value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_AlphaMode(reinterpret_cast<int32_t*>(&value)));
|
|
return value;
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::AlphaMode(winrt::Windows::UI::Composition::Scenes::SceneAlphaMode const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_AlphaMode(static_cast<int32_t>(value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::EmissiveInput() const
|
|
{
|
|
void* value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_EmissiveInput(&value));
|
|
return winrt::Windows::UI::Composition::Scenes::SceneMaterialInput{ value, take_ownership_from_abi };
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::EmissiveInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_EmissiveInput(*(void**)(&value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::Foundation::Numerics::float3) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::EmissiveFactor() const
|
|
{
|
|
winrt::Windows::Foundation::Numerics::float3 value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_EmissiveFactor(put_abi(value)));
|
|
return value;
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::EmissiveFactor(winrt::Windows::Foundation::Numerics::float3 const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_EmissiveFactor(impl::bind_in(value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(bool) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::IsDoubleSided() const
|
|
{
|
|
bool value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_IsDoubleSided(&value));
|
|
return value;
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::IsDoubleSided(bool value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_IsDoubleSided(value));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::NormalInput() const
|
|
{
|
|
void* value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_NormalInput(&value));
|
|
return winrt::Windows::UI::Composition::Scenes::SceneMaterialInput{ value, take_ownership_from_abi };
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::NormalInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_NormalInput(*(void**)(&value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::NormalScale() const
|
|
{
|
|
float value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_NormalScale(&value));
|
|
return value;
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::NormalScale(float value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_NormalScale(value));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::OcclusionInput() const
|
|
{
|
|
void* value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_OcclusionInput(&value));
|
|
return winrt::Windows::UI::Composition::Scenes::SceneMaterialInput{ value, take_ownership_from_abi };
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::OcclusionInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_OcclusionInput(*(void**)(&value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(float) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::OcclusionStrength() const
|
|
{
|
|
float value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->get_OcclusionStrength(&value));
|
|
return value;
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_IScenePbrMaterial<D>::OcclusionStrength(float value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial)->put_OcclusionStrength(value));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::CompositionBitmapInterpolationMode) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>::BitmapInterpolationMode() const
|
|
{
|
|
winrt::Windows::UI::Composition::CompositionBitmapInterpolationMode value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput)->get_BitmapInterpolationMode(reinterpret_cast<int32_t*>(&value)));
|
|
return value;
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>::BitmapInterpolationMode(winrt::Windows::UI::Composition::CompositionBitmapInterpolationMode const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput)->put_BitmapInterpolationMode(static_cast<int32_t>(value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::ICompositionSurface) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>::Surface() const
|
|
{
|
|
void* value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput)->get_Surface(&value));
|
|
return winrt::Windows::UI::Composition::ICompositionSurface{ value, take_ownership_from_abi };
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>::Surface(winrt::Windows::UI::Composition::ICompositionSurface const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput)->put_Surface(*(void**)(&value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneWrappingMode) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>::WrappingUMode() const
|
|
{
|
|
winrt::Windows::UI::Composition::Scenes::SceneWrappingMode value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput)->get_WrappingUMode(reinterpret_cast<int32_t*>(&value)));
|
|
return value;
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>::WrappingUMode(winrt::Windows::UI::Composition::Scenes::SceneWrappingMode const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput)->put_WrappingUMode(static_cast<int32_t>(value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneWrappingMode) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>::WrappingVMode() const
|
|
{
|
|
winrt::Windows::UI::Composition::Scenes::SceneWrappingMode value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput)->get_WrappingVMode(reinterpret_cast<int32_t*>(&value)));
|
|
return value;
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput<D>::WrappingVMode(winrt::Windows::UI::Composition::Scenes::SceneWrappingMode const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput)->put_WrappingVMode(static_cast<int32_t>(value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneSurfaceMaterialInput) consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInputStatics<D>::Create(winrt::Windows::UI::Composition::Compositor const& compositor) const
|
|
{
|
|
void* result{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInputStatics)->Create(*(void**)(&compositor), &result));
|
|
return winrt::Windows::UI::Composition::Scenes::SceneSurfaceMaterialInput{ result, take_ownership_from_abi };
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneNode) consume_Windows_UI_Composition_Scenes_ISceneVisual<D>::Root() const
|
|
{
|
|
void* value{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneVisual)->get_Root(&value));
|
|
return winrt::Windows::UI::Composition::Scenes::SceneNode{ value, take_ownership_from_abi };
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(void) consume_Windows_UI_Composition_Scenes_ISceneVisual<D>::Root(winrt::Windows::UI::Composition::Scenes::SceneNode const& value) const
|
|
{
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneVisual)->put_Root(*(void**)(&value)));
|
|
}
|
|
template <typename D> WINRT_IMPL_AUTO(winrt::Windows::UI::Composition::Scenes::SceneVisual) consume_Windows_UI_Composition_Scenes_ISceneVisualStatics<D>::Create(winrt::Windows::UI::Composition::Compositor const& compositor) const
|
|
{
|
|
void* result{};
|
|
check_hresult(WINRT_IMPL_SHIM(winrt::Windows::UI::Composition::Scenes::ISceneVisualStatics)->Create(*(void**)(&compositor), &result));
|
|
return winrt::Windows::UI::Composition::Scenes::SceneVisual{ result, take_ownership_from_abi };
|
|
}
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox>
|
|
{
|
|
int32_t __stdcall get_Center(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().Center());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Extents(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().Extents());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Max(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().Max());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Min(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().Min());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Size(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().Size());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneComponent> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneComponent>
|
|
{
|
|
int32_t __stdcall get_ComponentType(int32_t* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneComponentType>(this->shim().ComponentType());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneComponentCollection> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneComponentCollection>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneComponentFactory> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneComponentFactory>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMaterial> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMaterial>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMaterialFactory> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMaterialFactory>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMaterialInput> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMaterialInput>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMaterialInputFactory> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMaterialInputFactory>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMesh> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMesh>
|
|
{
|
|
int32_t __stdcall get_Bounds(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneBoundingBox>(this->shim().Bounds());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_PrimitiveTopology(int32_t* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Graphics::DirectX::DirectXPrimitiveTopology>(this->shim().PrimitiveTopology());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_PrimitiveTopology(int32_t value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().PrimitiveTopology(*reinterpret_cast<winrt::Windows::Graphics::DirectX::DirectXPrimitiveTopology const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall FillMeshAttribute(int32_t semantic, int32_t format, void* memory) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().FillMeshAttribute(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneAttributeSemantic const*>(&semantic), *reinterpret_cast<winrt::Windows::Graphics::DirectX::DirectXPixelFormat const*>(&format), *reinterpret_cast<winrt::Windows::Foundation::MemoryBuffer const*>(&memory));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent>
|
|
{
|
|
int32_t __stdcall get_Material(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMaterial>(this->shim().Material());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_Material(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().Material(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneMaterial const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Mesh(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMesh>(this->shim().Mesh());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_Mesh(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().Mesh(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneMesh const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_UVMappings(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMeshMaterialAttributeMap>(this->shim().UVMappings());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
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struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponentStatics> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponentStatics>
|
|
{
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|
int32_t __stdcall Create(void* compositor, void** result) noexcept final try
|
|
{
|
|
clear_abi(result);
|
|
typename D::abi_guard guard(this->shim());
|
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*result = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMeshRendererComponent>(this->shim().Create(*reinterpret_cast<winrt::Windows::UI::Composition::Compositor const*>(&compositor)));
|
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return 0;
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|
}
|
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catch (...) { return to_hresult(); }
|
|
};
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|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
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struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMeshStatics> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMeshStatics>
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|
{
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int32_t __stdcall Create(void* compositor, void** result) noexcept final try
|
|
{
|
|
clear_abi(result);
|
|
typename D::abi_guard guard(this->shim());
|
|
*result = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMesh>(this->shim().Create(*reinterpret_cast<winrt::Windows::UI::Composition::Compositor const*>(&compositor)));
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|
return 0;
|
|
}
|
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catch (...) { return to_hresult(); }
|
|
};
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|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
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|
template <typename D>
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struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial>
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{
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int32_t __stdcall get_BaseColorInput(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput>(this->shim().BaseColorInput());
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return 0;
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|
}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_BaseColorInput(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
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this->shim().BaseColorInput(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const*>(&value));
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return 0;
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|
}
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catch (...) { return to_hresult(); }
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|
int32_t __stdcall get_BaseColorFactor(winrt::Windows::Foundation::Numerics::float4* value) noexcept final try
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|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float4>(value);
|
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typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float4>(this->shim().BaseColorFactor());
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_BaseColorFactor(winrt::Windows::Foundation::Numerics::float4 value) noexcept final try
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|
{
|
|
typename D::abi_guard guard(this->shim());
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this->shim().BaseColorFactor(*reinterpret_cast<winrt::Windows::Foundation::Numerics::float4 const*>(&value));
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall get_MetallicFactor(float* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
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*value = detach_from<float>(this->shim().MetallicFactor());
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return 0;
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}
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catch (...) { return to_hresult(); }
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int32_t __stdcall put_MetallicFactor(float value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().MetallicFactor(value);
|
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return 0;
|
|
}
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catch (...) { return to_hresult(); }
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int32_t __stdcall get_MetallicRoughnessInput(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput>(this->shim().MetallicRoughnessInput());
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return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
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|
int32_t __stdcall put_MetallicRoughnessInput(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().MetallicRoughnessInput(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const*>(&value));
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return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
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|
int32_t __stdcall get_RoughnessFactor(float* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<float>(this->shim().RoughnessFactor());
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|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
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|
int32_t __stdcall put_RoughnessFactor(float value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().RoughnessFactor(value);
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterialStatics> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterialStatics>
|
|
{
|
|
int32_t __stdcall Create(void* compositor, void** result) noexcept final try
|
|
{
|
|
clear_abi(result);
|
|
typename D::abi_guard guard(this->shim());
|
|
*result = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMetallicRoughnessMaterial>(this->shim().Create(*reinterpret_cast<winrt::Windows::UI::Composition::Compositor const*>(&compositor)));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneModelTransform> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneModelTransform>
|
|
{
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|
int32_t __stdcall get_Orientation(winrt::Windows::Foundation::Numerics::quaternion* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::quaternion>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::quaternion>(this->shim().Orientation());
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|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_Orientation(winrt::Windows::Foundation::Numerics::quaternion value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().Orientation(*reinterpret_cast<winrt::Windows::Foundation::Numerics::quaternion const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_RotationAngle(float* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<float>(this->shim().RotationAngle());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_RotationAngle(float value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().RotationAngle(value);
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_RotationAngleInDegrees(float* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<float>(this->shim().RotationAngleInDegrees());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_RotationAngleInDegrees(float value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().RotationAngleInDegrees(value);
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_RotationAxis(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().RotationAxis());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_RotationAxis(winrt::Windows::Foundation::Numerics::float3 value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().RotationAxis(*reinterpret_cast<winrt::Windows::Foundation::Numerics::float3 const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Scale(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().Scale());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_Scale(winrt::Windows::Foundation::Numerics::float3 value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().Scale(*reinterpret_cast<winrt::Windows::Foundation::Numerics::float3 const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Translation(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().Translation());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_Translation(winrt::Windows::Foundation::Numerics::float3 value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().Translation(*reinterpret_cast<winrt::Windows::Foundation::Numerics::float3 const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneNode> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneNode>
|
|
{
|
|
int32_t __stdcall get_Children(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneNodeCollection>(this->shim().Children());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Components(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneComponentCollection>(this->shim().Components());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Parent(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneNode>(this->shim().Parent());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Transform(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneModelTransform>(this->shim().Transform());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall FindFirstComponentOfType(int32_t value, void** result) noexcept final try
|
|
{
|
|
clear_abi(result);
|
|
typename D::abi_guard guard(this->shim());
|
|
*result = detach_from<winrt::Windows::UI::Composition::Scenes::SceneComponent>(this->shim().FindFirstComponentOfType(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneComponentType const*>(&value)));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneNodeCollection> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneNodeCollection>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneNodeStatics> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneNodeStatics>
|
|
{
|
|
int32_t __stdcall Create(void* compositor, void** result) noexcept final try
|
|
{
|
|
clear_abi(result);
|
|
typename D::abi_guard guard(this->shim());
|
|
*result = detach_from<winrt::Windows::UI::Composition::Scenes::SceneNode>(this->shim().Create(*reinterpret_cast<winrt::Windows::UI::Composition::Compositor const*>(&compositor)));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneObject> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneObject>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneObjectFactory> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneObjectFactory>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial> : produce_base<D, winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial>
|
|
{
|
|
int32_t __stdcall get_AlphaCutoff(float* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<float>(this->shim().AlphaCutoff());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_AlphaCutoff(float value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().AlphaCutoff(value);
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_AlphaMode(int32_t* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneAlphaMode>(this->shim().AlphaMode());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_AlphaMode(int32_t value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().AlphaMode(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneAlphaMode const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_EmissiveInput(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput>(this->shim().EmissiveInput());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_EmissiveInput(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().EmissiveInput(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_EmissiveFactor(winrt::Windows::Foundation::Numerics::float3* value) noexcept final try
|
|
{
|
|
zero_abi<winrt::Windows::Foundation::Numerics::float3>(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::Foundation::Numerics::float3>(this->shim().EmissiveFactor());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_EmissiveFactor(winrt::Windows::Foundation::Numerics::float3 value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().EmissiveFactor(*reinterpret_cast<winrt::Windows::Foundation::Numerics::float3 const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_IsDoubleSided(bool* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<bool>(this->shim().IsDoubleSided());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_IsDoubleSided(bool value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().IsDoubleSided(value);
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_NormalInput(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput>(this->shim().NormalInput());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_NormalInput(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().NormalInput(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_NormalScale(float* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<float>(this->shim().NormalScale());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_NormalScale(float value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().NormalScale(value);
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_OcclusionInput(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput>(this->shim().OcclusionInput());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_OcclusionInput(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().OcclusionInput(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_OcclusionStrength(float* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<float>(this->shim().OcclusionStrength());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_OcclusionStrength(float value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().OcclusionStrength(value);
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::IScenePbrMaterialFactory> : produce_base<D, winrt::Windows::UI::Composition::Scenes::IScenePbrMaterialFactory>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneRendererComponent> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneRendererComponent>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneRendererComponentFactory> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneRendererComponentFactory>
|
|
{
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput>
|
|
{
|
|
int32_t __stdcall get_BitmapInterpolationMode(int32_t* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::CompositionBitmapInterpolationMode>(this->shim().BitmapInterpolationMode());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_BitmapInterpolationMode(int32_t value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().BitmapInterpolationMode(*reinterpret_cast<winrt::Windows::UI::Composition::CompositionBitmapInterpolationMode const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_Surface(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::ICompositionSurface>(this->shim().Surface());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_Surface(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().Surface(*reinterpret_cast<winrt::Windows::UI::Composition::ICompositionSurface const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_WrappingUMode(int32_t* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneWrappingMode>(this->shim().WrappingUMode());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_WrappingUMode(int32_t value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().WrappingUMode(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneWrappingMode const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall get_WrappingVMode(int32_t* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneWrappingMode>(this->shim().WrappingVMode());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_WrappingVMode(int32_t value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().WrappingVMode(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneWrappingMode const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInputStatics> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInputStatics>
|
|
{
|
|
int32_t __stdcall Create(void* compositor, void** result) noexcept final try
|
|
{
|
|
clear_abi(result);
|
|
typename D::abi_guard guard(this->shim());
|
|
*result = detach_from<winrt::Windows::UI::Composition::Scenes::SceneSurfaceMaterialInput>(this->shim().Create(*reinterpret_cast<winrt::Windows::UI::Composition::Compositor const*>(&compositor)));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneVisual> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneVisual>
|
|
{
|
|
int32_t __stdcall get_Root(void** value) noexcept final try
|
|
{
|
|
clear_abi(value);
|
|
typename D::abi_guard guard(this->shim());
|
|
*value = detach_from<winrt::Windows::UI::Composition::Scenes::SceneNode>(this->shim().Root());
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
int32_t __stdcall put_Root(void* value) noexcept final try
|
|
{
|
|
typename D::abi_guard guard(this->shim());
|
|
this->shim().Root(*reinterpret_cast<winrt::Windows::UI::Composition::Scenes::SceneNode const*>(&value));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template <typename D>
|
|
struct produce<D, winrt::Windows::UI::Composition::Scenes::ISceneVisualStatics> : produce_base<D, winrt::Windows::UI::Composition::Scenes::ISceneVisualStatics>
|
|
{
|
|
int32_t __stdcall Create(void* compositor, void** result) noexcept final try
|
|
{
|
|
clear_abi(result);
|
|
typename D::abi_guard guard(this->shim());
|
|
*result = detach_from<winrt::Windows::UI::Composition::Scenes::SceneVisual>(this->shim().Create(*reinterpret_cast<winrt::Windows::UI::Composition::Compositor const*>(&compositor)));
|
|
return 0;
|
|
}
|
|
catch (...) { return to_hresult(); }
|
|
};
|
|
#endif
|
|
}
|
|
WINRT_EXPORT namespace winrt::Windows::UI::Composition::Scenes
|
|
{
|
|
inline auto SceneMesh::Create(winrt::Windows::UI::Composition::Compositor const& compositor)
|
|
{
|
|
return impl::call_factory<SceneMesh, ISceneMeshStatics>([&](ISceneMeshStatics const& f) { return f.Create(compositor); });
|
|
}
|
|
inline auto SceneMeshRendererComponent::Create(winrt::Windows::UI::Composition::Compositor const& compositor)
|
|
{
|
|
return impl::call_factory<SceneMeshRendererComponent, ISceneMeshRendererComponentStatics>([&](ISceneMeshRendererComponentStatics const& f) { return f.Create(compositor); });
|
|
}
|
|
inline auto SceneMetallicRoughnessMaterial::Create(winrt::Windows::UI::Composition::Compositor const& compositor)
|
|
{
|
|
return impl::call_factory<SceneMetallicRoughnessMaterial, ISceneMetallicRoughnessMaterialStatics>([&](ISceneMetallicRoughnessMaterialStatics const& f) { return f.Create(compositor); });
|
|
}
|
|
inline auto SceneNode::Create(winrt::Windows::UI::Composition::Compositor const& compositor)
|
|
{
|
|
return impl::call_factory<SceneNode, ISceneNodeStatics>([&](ISceneNodeStatics const& f) { return f.Create(compositor); });
|
|
}
|
|
inline auto SceneSurfaceMaterialInput::Create(winrt::Windows::UI::Composition::Compositor const& compositor)
|
|
{
|
|
return impl::call_factory<SceneSurfaceMaterialInput, ISceneSurfaceMaterialInputStatics>([&](ISceneSurfaceMaterialInputStatics const& f) { return f.Create(compositor); });
|
|
}
|
|
inline auto SceneVisual::Create(winrt::Windows::UI::Composition::Compositor const& compositor)
|
|
{
|
|
return impl::call_factory<SceneVisual, ISceneVisualStatics>([&](ISceneVisualStatics const& f) { return f.Create(compositor); });
|
|
}
|
|
}
|
|
namespace std
|
|
{
|
|
#ifndef WINRT_LEAN_AND_MEAN
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneComponent> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneComponentCollection> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneComponentFactory> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMaterial> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMaterialFactory> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMaterialInput> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMaterialInputFactory> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMesh> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponentStatics> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMeshStatics> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterialStatics> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneModelTransform> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneNode> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneNodeCollection> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneNodeStatics> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneObject> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneObjectFactory> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::IScenePbrMaterialFactory> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneRendererComponent> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneRendererComponentFactory> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInputStatics> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneVisual> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ISceneVisualStatics> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneBoundingBox> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneComponent> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneComponentCollection> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneMaterial> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneMaterialInput> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneMesh> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneMeshMaterialAttributeMap> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneMeshRendererComponent> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneMetallicRoughnessMaterial> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneModelTransform> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneNode> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneNodeCollection> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneObject> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::ScenePbrMaterial> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneRendererComponent> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneSurfaceMaterialInput> : winrt::impl::hash_base {};
|
|
template<> struct hash<winrt::Windows::UI::Composition::Scenes::SceneVisual> : winrt::impl::hash_base {};
|
|
#endif
|
|
#ifdef __cpp_lib_format
|
|
#endif
|
|
}
|
|
#endif
|