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