// Copyright Epic Games, Inc. All Rights Reserved. // This file is automatically generated. Changes to this file may be overwritten. namespace Epic.OnlineServices.AntiCheatCommon { /// /// Quaternion using left-handed coordinate system (as in Unreal Engine) /// public class Quat : ISettable { /// /// W component - scalar part /// public float w { get; set; } /// /// X component - forward direction /// public float x { get; set; } /// /// Y component - right direction /// public float y { get; set; } /// /// Z component - up direction /// public float z { get; set; } internal void Set(QuatInternal? other) { if (other != null) { w = other.Value.w; x = other.Value.x; y = other.Value.y; z = other.Value.z; } } public void Set(object other) { Set(other as QuatInternal?); } } [System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)] internal struct QuatInternal : ISettable, System.IDisposable { private float m_w; private float m_x; private float m_y; private float m_z; public float w { get { return m_w; } set { m_w = value; } } public float x { get { return m_x; } set { m_x = value; } } public float y { get { return m_y; } set { m_y = value; } } public float z { get { return m_z; } set { m_z = value; } } public void Set(Quat other) { if (other != null) { w = other.w; x = other.x; y = other.y; z = other.z; } } public void Set(object other) { Set(other as Quat); } public void Dispose() { } } }