// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.240405.15 #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