// WARNING: Please don't edit this file. It was generated by C++/WinRT v2.0.240405.15 #pragma once #ifndef WINRT_Windows_UI_Composition_Scenes_0_H #define WINRT_Windows_UI_Composition_Scenes_0_H WINRT_EXPORT namespace winrt::Windows::Foundation { struct MemoryBuffer; } WINRT_EXPORT namespace winrt::Windows::Foundation::Collections { template struct WINRT_IMPL_EMPTY_BASES IVector; } WINRT_EXPORT namespace winrt::Windows::Foundation::Numerics { } WINRT_EXPORT namespace winrt::Windows::Graphics::DirectX { enum class DirectXPixelFormat : int32_t; enum class DirectXPrimitiveTopology : int32_t; } WINRT_EXPORT namespace winrt::Windows::UI::Composition { enum class CompositionBitmapInterpolationMode : int32_t; struct Compositor; struct ICompositionSurface; } WINRT_EXPORT namespace winrt::Windows::UI::Composition::Scenes { enum class SceneAlphaMode : int32_t { Opaque = 0, AlphaTest = 1, Blend = 2, }; enum class SceneAttributeSemantic : int32_t { Index = 0, Vertex = 1, Normal = 2, TexCoord0 = 3, TexCoord1 = 4, Color = 5, Tangent = 6, }; enum class SceneComponentType : int32_t { MeshRendererComponent = 0, }; enum class SceneWrappingMode : int32_t { ClampToEdge = 0, MirroredRepeat = 1, Repeat = 2, }; struct ISceneBoundingBox; struct ISceneComponent; struct ISceneComponentCollection; struct ISceneComponentFactory; struct ISceneMaterial; struct ISceneMaterialFactory; struct ISceneMaterialInput; struct ISceneMaterialInputFactory; struct ISceneMesh; struct ISceneMeshMaterialAttributeMap; struct ISceneMeshRendererComponent; struct ISceneMeshRendererComponentStatics; struct ISceneMeshStatics; struct ISceneMetallicRoughnessMaterial; struct ISceneMetallicRoughnessMaterialStatics; struct ISceneModelTransform; struct ISceneNode; struct ISceneNodeCollection; struct ISceneNodeStatics; struct ISceneObject; struct ISceneObjectFactory; struct IScenePbrMaterial; struct IScenePbrMaterialFactory; struct ISceneRendererComponent; struct ISceneRendererComponentFactory; struct ISceneSurfaceMaterialInput; struct ISceneSurfaceMaterialInputStatics; struct ISceneVisual; struct ISceneVisualStatics; struct SceneBoundingBox; struct SceneComponent; struct SceneComponentCollection; struct SceneMaterial; struct SceneMaterialInput; struct SceneMesh; struct SceneMeshMaterialAttributeMap; struct SceneMeshRendererComponent; struct SceneMetallicRoughnessMaterial; struct SceneModelTransform; struct SceneNode; struct SceneNodeCollection; struct SceneObject; struct ScenePbrMaterial; struct SceneRendererComponent; struct SceneSurfaceMaterialInput; struct SceneVisual; } namespace winrt::impl { template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = interface_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = class_category; }; template <> struct category{ using type = enum_category; }; template <> struct category{ using type = enum_category; }; template <> struct category{ using type = enum_category; }; template <> struct category{ using type = enum_category; }; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneBoundingBox"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneComponent"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneComponentCollection"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneMaterial"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneMaterialInput"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneMesh"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneMeshRendererComponent"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneModelTransform"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneNode"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneNodeCollection"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneObject"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ScenePbrMaterial"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneRendererComponent"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneVisual"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneAlphaMode"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneAttributeSemantic"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneComponentType"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.SceneWrappingMode"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneBoundingBox"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneComponent"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneComponentCollection"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneComponentFactory"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMaterial"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMaterialFactory"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMaterialInput"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMaterialInputFactory"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMesh"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMeshMaterialAttributeMap"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMeshRendererComponent"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMeshRendererComponentStatics"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMeshStatics"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMetallicRoughnessMaterial"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneMetallicRoughnessMaterialStatics"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneModelTransform"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneNode"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneNodeCollection"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneNodeStatics"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneObject"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneObjectFactory"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.IScenePbrMaterial"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.IScenePbrMaterialFactory"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneRendererComponent"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneRendererComponentFactory"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneSurfaceMaterialInput"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneSurfaceMaterialInputStatics"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneVisual"; template <> inline constexpr auto& name_v = L"Windows.UI.Composition.Scenes.ISceneVisualStatics"; template <> inline constexpr guid guid_v{ 0x5D8FFC70,0xC618,0x4083,{ 0x82,0x51,0x99,0x62,0x59,0x31,0x14,0xAA } }; // 5D8FFC70-C618-4083-8251-9962593114AA template <> inline constexpr guid guid_v{ 0xAE20FC96,0x226C,0x44BD,{ 0x95,0xCB,0xDD,0x5E,0xD9,0xEB,0xE9,0xA5 } }; // AE20FC96-226C-44BD-95CB-DD5ED9EBE9A5 template <> inline constexpr guid guid_v{ 0xC483791C,0x5F46,0x45E4,{ 0xB6,0x66,0xA3,0xD2,0x25,0x9F,0x9B,0x2E } }; // C483791C-5F46-45E4-B666-A3D2259F9B2E template <> inline constexpr guid guid_v{ 0x5FBC5574,0xDDD8,0x5889,{ 0xAB,0x5B,0xD8,0xFA,0x71,0x6E,0x7C,0x9E } }; // 5FBC5574-DDD8-5889-AB5B-D8FA716E7C9E template <> inline constexpr guid guid_v{ 0x8CA74B7C,0x30DF,0x4E07,{ 0x94,0x90,0x37,0x87,0x5A,0xF1,0xA1,0x23 } }; // 8CA74B7C-30DF-4E07-9490-37875AF1A123 template <> inline constexpr guid guid_v{ 0x67536C19,0xA707,0x5254,{ 0xA4,0x95,0x7F,0xDC,0x79,0x98,0x93,0xB9 } }; // 67536C19-A707-5254-A495-7FDC799893B9 template <> inline constexpr guid guid_v{ 0x422A1642,0x1EF1,0x485C,{ 0x97,0xE9,0xAE,0x6F,0x95,0xAD,0x81,0x2F } }; // 422A1642-1EF1-485C-97E9-AE6F95AD812F template <> inline constexpr guid guid_v{ 0xA88FEB74,0x7D0A,0x5E4C,{ 0xA7,0x48,0x10,0x15,0xAF,0x9C,0xA7,0x4F } }; // A88FEB74-7D0A-5E4C-A748-1015AF9CA74F template <> inline constexpr guid guid_v{ 0xEE9A1530,0x1155,0x4C0C,{ 0x92,0xBD,0x40,0x02,0x0C,0xF7,0x83,0x47 } }; // EE9A1530-1155-4C0C-92BD-40020CF78347 template <> inline constexpr guid guid_v{ 0xCE843171,0x3D43,0x4855,{ 0xAA,0x69,0x31,0xFF,0x98,0x8D,0x04,0x9D } }; // CE843171-3D43-4855-AA69-31FF988D049D template <> inline constexpr guid guid_v{ 0x9929F7E3,0x6364,0x477E,{ 0x98,0xFE,0x74,0xED,0x9F,0xD4,0xC2,0xDE } }; // 9929F7E3-6364-477E-98FE-74ED9FD4C2DE template <> inline constexpr guid guid_v{ 0x4954F37A,0x4459,0x4521,{ 0xBD,0x6E,0x2B,0x38,0xB8,0xD7,0x11,0xEA } }; // 4954F37A-4459-4521-BD6E-2B38B8D711EA template <> inline constexpr guid guid_v{ 0x8412316C,0x7B57,0x473F,{ 0x96,0x6B,0x81,0xDC,0x27,0x7B,0x17,0x51 } }; // 8412316C-7B57-473F-966B-81DC277B1751 template <> inline constexpr guid guid_v{ 0xC1D91446,0x799C,0x429E,{ 0xA4,0xE4,0x5D,0xA6,0x45,0xF1,0x8E,0x61 } }; // C1D91446-799C-429E-A4E4-5DA645F18E61 template <> inline constexpr guid guid_v{ 0x3BDDCA50,0x6D9D,0x4531,{ 0x8D,0xC4,0xB2,0x7E,0x3E,0x49,0xB7,0xAB } }; // 3BDDCA50-6D9D-4531-8DC4-B27E3E49B7AB template <> inline constexpr guid guid_v{ 0xC05576C2,0x32B1,0x4269,{ 0x98,0x0D,0xB9,0x85,0x37,0x10,0x0A,0xE4 } }; // C05576C2-32B1-4269-980D-B98537100AE4 template <> inline constexpr guid guid_v{ 0xACF2C247,0xF307,0x4581,{ 0x9C,0x41,0xAF,0x2E,0x29,0xC3,0xB0,0x16 } }; // ACF2C247-F307-4581-9C41-AF2E29C3B016 template <> inline constexpr guid guid_v{ 0x29ADA101,0x2DD9,0x4332,{ 0xBE,0x63,0x60,0xD2,0xCF,0x42,0x69,0xF2 } }; // 29ADA101-2DD9-4332-BE63-60D2CF4269F2 template <> inline constexpr guid guid_v{ 0x579A0FAA,0xBE9D,0x4210,{ 0x90,0x8C,0x93,0xD1,0x5F,0xEE,0xD0,0xB7 } }; // 579A0FAA-BE9D-4210-908C-93D15FEED0B7 template <> inline constexpr guid guid_v{ 0x1E94249B,0x0F1B,0x49EB,{ 0xA8,0x19,0x87,0x7D,0x84,0x50,0x00,0x5B } }; // 1E94249B-0F1B-49EB-A819-877D8450005B template <> inline constexpr guid guid_v{ 0x14FE799A,0x33E4,0x52EF,{ 0x95,0x6C,0x44,0x22,0x9D,0x21,0xF2,0xC1 } }; // 14FE799A-33E4-52EF-956C-44229D21F2C1 template <> inline constexpr guid guid_v{ 0xAAB6EBBE,0xD680,0x46DF,{ 0x82,0x94,0xB6,0x80,0x0A,0x9F,0x95,0xE7 } }; // AAB6EBBE-D680-46DF-8294-B6800A9F95E7 template <> inline constexpr guid guid_v{ 0x2E3F3DFE,0x0B85,0x5727,{ 0xB5,0xBE,0xB7,0xD3,0xCB,0xAC,0x37,0xFA } }; // 2E3F3DFE-0B85-5727-B5BE-B7D3CBAC37FA template <> inline constexpr guid guid_v{ 0xF1ACB857,0xCF4F,0x4025,{ 0x9B,0x25,0xA2,0xD1,0x94,0x4C,0xF5,0x07 } }; // F1ACB857-CF4F-4025-9B25-A2D1944CF507 template <> inline constexpr guid guid_v{ 0x1DB6ED6C,0xAA2C,0x5967,{ 0x90,0x35,0x56,0x35,0x2D,0xC6,0x96,0x58 } }; // 1DB6ED6C-AA2C-5967-9035-56352DC69658 template <> inline constexpr guid guid_v{ 0x9937DA5C,0xA9CA,0x4CFC,{ 0xB3,0xAA,0x08,0x83,0x56,0x51,0x87,0x42 } }; // 9937DA5C-A9CA-4CFC-B3AA-088356518742 template <> inline constexpr guid guid_v{ 0x5A2394D3,0x6429,0x4589,{ 0xBB,0xCF,0xB8,0x4F,0x4F,0x3C,0xFB,0xFE } }; // 5A2394D3-6429-4589-BBCF-B84F4F3CFBFE template <> inline constexpr guid guid_v{ 0x8E672C1E,0xD734,0x47B1,{ 0xBE,0x14,0x3D,0x69,0x4F,0xFA,0x43,0x01 } }; // 8E672C1E-D734-47B1-BE14-3D694FFA4301 template <> inline constexpr guid guid_v{ 0xB8347E9A,0x50AA,0x4527,{ 0x8D,0x34,0xDE,0x4C,0xB8,0xEA,0x88,0xB4 } }; // B8347E9A-50AA-4527-8D34-DE4CB8EA88B4 template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneBoundingBox; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneComponent; }; template <> struct default_interface{ using type = winrt::Windows::Foundation::Collections::IVector; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneMaterial; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneMaterialInput; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneMesh; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneMeshMaterialAttributeMap; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneMeshRendererComponent; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneMetallicRoughnessMaterial; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneModelTransform; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneNode; }; template <> struct default_interface{ using type = winrt::Windows::Foundation::Collections::IVector; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneObject; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::IScenePbrMaterial; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneRendererComponent; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneSurfaceMaterialInput; }; template <> struct default_interface{ using type = winrt::Windows::UI::Composition::Scenes::ISceneVisual; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_Center(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; virtual int32_t __stdcall get_Extents(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; virtual int32_t __stdcall get_Max(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; virtual int32_t __stdcall get_Min(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; virtual int32_t __stdcall get_Size(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_ComponentType(int32_t*) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_Bounds(void**) noexcept = 0; virtual int32_t __stdcall get_PrimitiveTopology(int32_t*) noexcept = 0; virtual int32_t __stdcall put_PrimitiveTopology(int32_t) noexcept = 0; virtual int32_t __stdcall FillMeshAttribute(int32_t, int32_t, void*) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_Material(void**) noexcept = 0; virtual int32_t __stdcall put_Material(void*) noexcept = 0; virtual int32_t __stdcall get_Mesh(void**) noexcept = 0; virtual int32_t __stdcall put_Mesh(void*) noexcept = 0; virtual int32_t __stdcall get_UVMappings(void**) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall Create(void*, void**) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall Create(void*, void**) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_BaseColorInput(void**) noexcept = 0; virtual int32_t __stdcall put_BaseColorInput(void*) noexcept = 0; virtual int32_t __stdcall get_BaseColorFactor(winrt::Windows::Foundation::Numerics::float4*) noexcept = 0; virtual int32_t __stdcall put_BaseColorFactor(winrt::Windows::Foundation::Numerics::float4) noexcept = 0; virtual int32_t __stdcall get_MetallicFactor(float*) noexcept = 0; virtual int32_t __stdcall put_MetallicFactor(float) noexcept = 0; virtual int32_t __stdcall get_MetallicRoughnessInput(void**) noexcept = 0; virtual int32_t __stdcall put_MetallicRoughnessInput(void*) noexcept = 0; virtual int32_t __stdcall get_RoughnessFactor(float*) noexcept = 0; virtual int32_t __stdcall put_RoughnessFactor(float) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall Create(void*, void**) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_Orientation(winrt::Windows::Foundation::Numerics::quaternion*) noexcept = 0; virtual int32_t __stdcall put_Orientation(winrt::Windows::Foundation::Numerics::quaternion) noexcept = 0; virtual int32_t __stdcall get_RotationAngle(float*) noexcept = 0; virtual int32_t __stdcall put_RotationAngle(float) noexcept = 0; virtual int32_t __stdcall get_RotationAngleInDegrees(float*) noexcept = 0; virtual int32_t __stdcall put_RotationAngleInDegrees(float) noexcept = 0; virtual int32_t __stdcall get_RotationAxis(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; virtual int32_t __stdcall put_RotationAxis(winrt::Windows::Foundation::Numerics::float3) noexcept = 0; virtual int32_t __stdcall get_Scale(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; virtual int32_t __stdcall put_Scale(winrt::Windows::Foundation::Numerics::float3) noexcept = 0; virtual int32_t __stdcall get_Translation(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; virtual int32_t __stdcall put_Translation(winrt::Windows::Foundation::Numerics::float3) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_Children(void**) noexcept = 0; virtual int32_t __stdcall get_Components(void**) noexcept = 0; virtual int32_t __stdcall get_Parent(void**) noexcept = 0; virtual int32_t __stdcall get_Transform(void**) noexcept = 0; virtual int32_t __stdcall FindFirstComponentOfType(int32_t, void**) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall Create(void*, void**) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_AlphaCutoff(float*) noexcept = 0; virtual int32_t __stdcall put_AlphaCutoff(float) noexcept = 0; virtual int32_t __stdcall get_AlphaMode(int32_t*) noexcept = 0; virtual int32_t __stdcall put_AlphaMode(int32_t) noexcept = 0; virtual int32_t __stdcall get_EmissiveInput(void**) noexcept = 0; virtual int32_t __stdcall put_EmissiveInput(void*) noexcept = 0; virtual int32_t __stdcall get_EmissiveFactor(winrt::Windows::Foundation::Numerics::float3*) noexcept = 0; virtual int32_t __stdcall put_EmissiveFactor(winrt::Windows::Foundation::Numerics::float3) noexcept = 0; virtual int32_t __stdcall get_IsDoubleSided(bool*) noexcept = 0; virtual int32_t __stdcall put_IsDoubleSided(bool) noexcept = 0; virtual int32_t __stdcall get_NormalInput(void**) noexcept = 0; virtual int32_t __stdcall put_NormalInput(void*) noexcept = 0; virtual int32_t __stdcall get_NormalScale(float*) noexcept = 0; virtual int32_t __stdcall put_NormalScale(float) noexcept = 0; virtual int32_t __stdcall get_OcclusionInput(void**) noexcept = 0; virtual int32_t __stdcall put_OcclusionInput(void*) noexcept = 0; virtual int32_t __stdcall get_OcclusionStrength(float*) noexcept = 0; virtual int32_t __stdcall put_OcclusionStrength(float) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_BitmapInterpolationMode(int32_t*) noexcept = 0; virtual int32_t __stdcall put_BitmapInterpolationMode(int32_t) noexcept = 0; virtual int32_t __stdcall get_Surface(void**) noexcept = 0; virtual int32_t __stdcall put_Surface(void*) noexcept = 0; virtual int32_t __stdcall get_WrappingUMode(int32_t*) noexcept = 0; virtual int32_t __stdcall put_WrappingUMode(int32_t) noexcept = 0; virtual int32_t __stdcall get_WrappingVMode(int32_t*) noexcept = 0; virtual int32_t __stdcall put_WrappingVMode(int32_t) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall Create(void*, void**) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall get_Root(void**) noexcept = 0; virtual int32_t __stdcall put_Root(void*) noexcept = 0; }; }; template <> struct abi { struct WINRT_IMPL_NOVTABLE type : inspectable_abi { virtual int32_t __stdcall Create(void*, void**) noexcept = 0; }; }; template struct consume_Windows_UI_Composition_Scenes_ISceneBoundingBox { [[nodiscard]] auto Center() const; [[nodiscard]] auto Extents() const; [[nodiscard]] auto Max() const; [[nodiscard]] auto Min() const; [[nodiscard]] auto Size() const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneBoundingBox; }; template struct consume_Windows_UI_Composition_Scenes_ISceneComponent { [[nodiscard]] auto ComponentType() const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneComponent; }; template struct consume_Windows_UI_Composition_Scenes_ISceneComponentCollection { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneComponentCollection; }; template struct consume_Windows_UI_Composition_Scenes_ISceneComponentFactory { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneComponentFactory; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMaterial { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMaterial; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMaterialFactory { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMaterialFactory; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMaterialInput { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMaterialInput; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMaterialInputFactory { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMaterialInputFactory; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMesh { [[nodiscard]] auto Bounds() const; [[nodiscard]] auto PrimitiveTopology() const; auto PrimitiveTopology(winrt::Windows::Graphics::DirectX::DirectXPrimitiveTopology const& value) const; auto FillMeshAttribute(winrt::Windows::UI::Composition::Scenes::SceneAttributeSemantic const& semantic, winrt::Windows::Graphics::DirectX::DirectXPixelFormat const& format, winrt::Windows::Foundation::MemoryBuffer const& memory) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMesh; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMeshMaterialAttributeMap { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMeshMaterialAttributeMap; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponent { [[nodiscard]] auto Material() const; auto Material(winrt::Windows::UI::Composition::Scenes::SceneMaterial const& value) const; [[nodiscard]] auto Mesh() const; auto Mesh(winrt::Windows::UI::Composition::Scenes::SceneMesh const& value) const; [[nodiscard]] auto UVMappings() const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponent; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponentStatics { auto Create(winrt::Windows::UI::Composition::Compositor const& compositor) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMeshRendererComponentStatics; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMeshStatics { auto Create(winrt::Windows::UI::Composition::Compositor const& compositor) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMeshStatics; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial { [[nodiscard]] auto BaseColorInput() const; auto BaseColorInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const; [[nodiscard]] auto BaseColorFactor() const; auto BaseColorFactor(winrt::Windows::Foundation::Numerics::float4 const& value) const; [[nodiscard]] auto MetallicFactor() const; auto MetallicFactor(float value) const; [[nodiscard]] auto MetallicRoughnessInput() const; auto MetallicRoughnessInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const; [[nodiscard]] auto RoughnessFactor() const; auto RoughnessFactor(float value) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterial; }; template struct consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterialStatics { auto Create(winrt::Windows::UI::Composition::Compositor const& compositor) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneMetallicRoughnessMaterialStatics; }; template struct consume_Windows_UI_Composition_Scenes_ISceneModelTransform { [[nodiscard]] auto Orientation() const; auto Orientation(winrt::Windows::Foundation::Numerics::quaternion const& value) const; [[nodiscard]] auto RotationAngle() const; auto RotationAngle(float value) const; [[nodiscard]] auto RotationAngleInDegrees() const; auto RotationAngleInDegrees(float value) const; [[nodiscard]] auto RotationAxis() const; auto RotationAxis(winrt::Windows::Foundation::Numerics::float3 const& value) const; [[nodiscard]] auto Scale() const; auto Scale(winrt::Windows::Foundation::Numerics::float3 const& value) const; [[nodiscard]] auto Translation() const; auto Translation(winrt::Windows::Foundation::Numerics::float3 const& value) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneModelTransform; }; template struct consume_Windows_UI_Composition_Scenes_ISceneNode { [[nodiscard]] auto Children() const; [[nodiscard]] auto Components() const; [[nodiscard]] auto Parent() const; [[nodiscard]] auto Transform() const; auto FindFirstComponentOfType(winrt::Windows::UI::Composition::Scenes::SceneComponentType const& value) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneNode; }; template struct consume_Windows_UI_Composition_Scenes_ISceneNodeCollection { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneNodeCollection; }; template struct consume_Windows_UI_Composition_Scenes_ISceneNodeStatics { auto Create(winrt::Windows::UI::Composition::Compositor const& compositor) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneNodeStatics; }; template struct consume_Windows_UI_Composition_Scenes_ISceneObject { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneObject; }; template struct consume_Windows_UI_Composition_Scenes_ISceneObjectFactory { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneObjectFactory; }; template struct consume_Windows_UI_Composition_Scenes_IScenePbrMaterial { [[nodiscard]] auto AlphaCutoff() const; auto AlphaCutoff(float value) const; [[nodiscard]] auto AlphaMode() const; auto AlphaMode(winrt::Windows::UI::Composition::Scenes::SceneAlphaMode const& value) const; [[nodiscard]] auto EmissiveInput() const; auto EmissiveInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const; [[nodiscard]] auto EmissiveFactor() const; auto EmissiveFactor(winrt::Windows::Foundation::Numerics::float3 const& value) const; [[nodiscard]] auto IsDoubleSided() const; auto IsDoubleSided(bool value) const; [[nodiscard]] auto NormalInput() const; auto NormalInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const; [[nodiscard]] auto NormalScale() const; auto NormalScale(float value) const; [[nodiscard]] auto OcclusionInput() const; auto OcclusionInput(winrt::Windows::UI::Composition::Scenes::SceneMaterialInput const& value) const; [[nodiscard]] auto OcclusionStrength() const; auto OcclusionStrength(float value) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_IScenePbrMaterial; }; template struct consume_Windows_UI_Composition_Scenes_IScenePbrMaterialFactory { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_IScenePbrMaterialFactory; }; template struct consume_Windows_UI_Composition_Scenes_ISceneRendererComponent { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneRendererComponent; }; template struct consume_Windows_UI_Composition_Scenes_ISceneRendererComponentFactory { }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneRendererComponentFactory; }; template struct consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput { [[nodiscard]] auto BitmapInterpolationMode() const; auto BitmapInterpolationMode(winrt::Windows::UI::Composition::CompositionBitmapInterpolationMode const& value) const; [[nodiscard]] auto Surface() const; auto Surface(winrt::Windows::UI::Composition::ICompositionSurface const& value) const; [[nodiscard]] auto WrappingUMode() const; auto WrappingUMode(winrt::Windows::UI::Composition::Scenes::SceneWrappingMode const& value) const; [[nodiscard]] auto WrappingVMode() const; auto WrappingVMode(winrt::Windows::UI::Composition::Scenes::SceneWrappingMode const& value) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInput; }; template struct consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInputStatics { auto Create(winrt::Windows::UI::Composition::Compositor const& compositor) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneSurfaceMaterialInputStatics; }; template struct consume_Windows_UI_Composition_Scenes_ISceneVisual { [[nodiscard]] auto Root() const; auto Root(winrt::Windows::UI::Composition::Scenes::SceneNode const& value) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneVisual; }; template struct consume_Windows_UI_Composition_Scenes_ISceneVisualStatics { auto Create(winrt::Windows::UI::Composition::Compositor const& compositor) const; }; template <> struct consume { template using type = consume_Windows_UI_Composition_Scenes_ISceneVisualStatics; }; } #endif