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@nodert-win11/windows.ui.composition.scenes

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Use the Windows.UI.Composition.Scenes UWP API directly from Node.js

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declare module "windows.ui.composition.scenes" { export class Vector3 { x: Number; y: Number; z: Number; constructor(); } export class Vector4 { x: Number; y: Number; z: Number; w: Number; constructor(); } export class Quaternion { x: Number; y: Number; z: Number; w: Number; constructor(); } export class Matrix4x4 { m11: Number; m12: Number; m13: Number; m14: Number; m21: Number; m22: Number; m23: Number; m24: Number; m31: Number; m32: Number; m33: Number; m34: Number; m41: Number; m42: Number; m43: Number; m44: Number; constructor(); } export class Vector2 { x: Number; y: Number; constructor(); } export enum SceneAlphaMode { opaque, alphaTest, blend, } export enum SceneAttributeSemantic { index, vertex, normal, texCoord0, texCoord1, color, tangent, } export enum SceneComponentType { meshRendererComponent, } export enum SceneWrappingMode { clampToEdge, mirroredRepeat, repeat, } export class SceneObject { compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); } export class SceneBoundingBox { center: Vector3; extents: Vector3; max: Vector3; min: Vector3; size: Vector3; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); } export class SceneComponent { componentType: SceneComponentType; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); } export class SceneComponentCollection { compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); getAt(index: Number): SceneComponent; getView(): Object; indexOf(value: SceneComponent, index: Number): Boolean; setAt(index: Number, value: SceneComponent): void; insertAt(index: Number, value: SceneComponent): void; removeAt(index: Number): void; append(value: SceneComponent): void; removeAtEnd(): void; clear(): void; getMany(); replaceAll(items: Array<Object>): void; first(): Object; } export class SceneMaterial { compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); } export class SceneMaterialInput { compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); } export class SceneMesh { primitiveTopology: Number; bounds: SceneBoundingBox; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); static create(compositor: Object): SceneMesh; fillMeshAttribute(semantic: SceneAttributeSemantic, format: Number, memory: Object): void; } export class SceneMeshMaterialAttributeMap { compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); lookup(key: String): SceneAttributeSemantic; hasKey(key: String): Boolean; getView(): Object; insert(key: String, value: SceneAttributeSemantic): Boolean; remove(key: String): void; clear(): void; first(): Object; } export class SceneRendererComponent { componentType: SceneComponentType; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); } export class SceneMeshRendererComponent { mesh: SceneMesh; material: SceneMaterial; uVMappings: SceneMeshMaterialAttributeMap; componentType: SceneComponentType; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); static create(compositor: Object): SceneMeshRendererComponent; } export class ScenePbrMaterial { occlusionStrength: Number; occlusionInput: SceneMaterialInput; normalScale: Number; normalInput: SceneMaterialInput; isDoubleSided: Boolean; emissiveInput: SceneMaterialInput; emissiveFactor: Vector3; alphaMode: SceneAlphaMode; alphaCutoff: Number; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); } export class SceneMetallicRoughnessMaterial { roughnessFactor: Number; metallicRoughnessInput: SceneMaterialInput; metallicFactor: Number; baseColorInput: SceneMaterialInput; baseColorFactor: Vector4; occlusionStrength: Number; occlusionInput: SceneMaterialInput; normalScale: Number; normalInput: SceneMaterialInput; isDoubleSided: Boolean; emissiveInput: SceneMaterialInput; emissiveFactor: Vector3; alphaMode: SceneAlphaMode; alphaCutoff: Number; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); static create(compositor: Object): SceneMetallicRoughnessMaterial; } export class SceneModelTransform { translation: Vector3; scale: Vector3; rotationAxis: Vector3; rotationAngleInDegrees: Number; rotationAngle: Number; orientation: Quaternion; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); } export class SceneNode { children: SceneNodeCollection; components: SceneComponentCollection; parent: SceneNode; transform: SceneModelTransform; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); static create(compositor: Object): SceneNode; findFirstComponentOfType(value: SceneComponentType): SceneComponent; } export class SceneNodeCollection { compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); getAt(index: Number): SceneNode; getView(): Object; indexOf(value: SceneNode, index: Number): Boolean; setAt(index: Number, value: SceneNode): void; insertAt(index: Number, value: SceneNode): void; removeAt(index: Number): void; append(value: SceneNode): void; removeAtEnd(): void; clear(): void; getMany(); replaceAll(items: Array<Object>): void; first(): Object; } export class SceneSurfaceMaterialInput { wrappingVMode: SceneWrappingMode; wrappingUMode: SceneWrappingMode; surface: Object; bitmapInterpolationMode: Number; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); static create(compositor: Object): SceneSurfaceMaterialInput; } export class SceneVisual { root: SceneNode; children: Object; transformMatrix: Matrix4x4; size: Vector2; scale: Vector3; rotationAxis: Vector3; rotationAngleInDegrees: Number; rotationAngle: Number; orientation: Quaternion; opacity: Number; offset: Vector3; isVisible: Boolean; compositeMode: Number; clip: Object; centerPoint: Vector3; borderMode: Number; backfaceVisibility: Number; anchorPoint: Vector2; parent: Object; relativeSizeAdjustment: Vector2; relativeOffsetAdjustment: Vector3; parentForTransform: Object; isHitTestVisible: Boolean; isPixelSnappingEnabled: Boolean; compositor: Object; dispatcher: Object; properties: Object; implicitAnimations: Object; comment: String; dispatcherQueue: Object; constructor(); static create(compositor: Object): SceneVisual; } }