// Copyright Epic Games, Inc. All Rights Reserved. // This file is automatically generated. Changes to this file may be overwritten. namespace Epic.OnlineServices.AntiCheatCommon { /// /// Vector using left-handed coordinate system (as in Unreal Engine) /// public struct Vec3f { /// /// X axis coordinate - forward direction /// public float x { get; set; } /// /// Y axis coordinate - right direction /// public float y { get; set; } /// /// Z axis coordinate - up direction /// public float z { get; set; } internal void Set(ref Vec3fInternal other) { x = other.x; y = other.y; z = other.z; } } [System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential, Pack = 8)] internal struct Vec3fInternal : IGettable, ISettable, System.IDisposable { private float m_x; private float m_y; private float m_z; 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(ref Vec3f other) { x = other.x; y = other.y; z = other.z; } public void Set(ref Vec3f? other) { if (other.HasValue) { x = other.Value.x; y = other.Value.y; z = other.Value.z; } } public void Dispose() { } public void Get(out Vec3f output) { output = new Vec3f(); output.Set(ref this); } } }