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@nodert-win11/windows.perception.people

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Use the Windows.Perception.People UWP API directly from Node.js

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declare module "windows.perception.people" { export class SpatialRay { origin: Vector3; direction: Vector3; constructor(); } export class Vector3 { x: Number; y: Number; z: Number; constructor(); } export class HandMeshVertex { position: Vector3; normal: Vector3; constructor(); } export class JointPose { orientation: Quaternion; position: Vector3; radius: Number; accuracy: JointPoseAccuracy; constructor(); } export enum HandJointKind { palm, wrist, thumbMetacarpal, thumbProximal, thumbDistal, thumbTip, indexMetacarpal, indexProximal, indexIntermediate, indexDistal, indexTip, middleMetacarpal, middleProximal, middleIntermediate, middleDistal, middleTip, ringMetacarpal, ringProximal, ringIntermediate, ringDistal, ringTip, littleMetacarpal, littleProximal, littleIntermediate, littleDistal, littleTip, } export enum JointPoseAccuracy { high, approximate, } export class EyesPose { gaze: SpatialRay; isCalibrationValid: Boolean; updateTimestamp: Object; constructor(); static requestAccessAsync(callback: (error: Error, result: Number) => void): void ; static isSupported(): Boolean; } export class HandMeshObserver { modelId: Number; neutralPose: HandPose; neutralPoseVersion: Number; source: Object; triangleIndexCount: Number; vertexCount: Number; constructor(); getTriangleIndices(); getVertexStateForPose(handPose: HandPose): HandMeshVertexState; } export class HandMeshVertexState { coordinateSystem: Object; updateTimestamp: Object; constructor(); getVertices(); } export class HandPose { constructor(); tryGetJoint(coordinateSystem: Object, joint: HandJointKind, jointPose: JointPose): Boolean; tryGetJoints(); getRelativeJoint(joint: HandJointKind, referenceJoint: HandJointKind): JointPose; getRelativeJoints(); } export class HeadPose { forwardDirection: Vector3; position: Vector3; upDirection: Vector3; constructor(); } }