winrt-Windows.UI.Composition.Scenes 3.2.1__cp314-cp314-win32.whl

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+ # WARNING: Please don't edit this file. It was generated by Python/WinRT v3.2.1
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+
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+ import datetime
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+ import sys
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+ import types
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+ import typing
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+ import uuid as _uuid
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+ from builtins import property as _property
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+
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+ import winrt._winrt
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+ import winrt.system
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+ import winrt.windows.foundation as windows_foundation
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+ import winrt.windows.foundation.collections as windows_foundation_collections
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+ import winrt.windows.foundation.numerics as windows_foundation_numerics
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+ import winrt.windows.graphics.directx as windows_graphics_directx
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+ import winrt.windows.ui.composition as windows_ui_composition
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+
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+ from winrt.windows.ui.composition.scenes import SceneAlphaMode, SceneAttributeSemantic, SceneComponentType, SceneWrappingMode
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+
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+ Self = typing.TypeVar('Self')
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+
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+ @typing.final
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+ class SceneBoundingBox(SceneObject):
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+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.SceneBoundingBox::get_Center()
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+ @_property
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+ def center(self) -> windows_foundation_numerics.Vector3: ...
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+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.SceneBoundingBox::get_Extents()
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+ @_property
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+ def extents(self) -> windows_foundation_numerics.Vector3: ...
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+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.SceneBoundingBox::get_Max()
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+ @_property
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+ def max(self) -> windows_foundation_numerics.Vector3: ...
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+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.SceneBoundingBox::get_Min()
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+ @_property
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+ def min(self) -> windows_foundation_numerics.Vector3: ...
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+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.SceneBoundingBox::get_Size()
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+ @_property
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+ def size(self) -> windows_foundation_numerics.Vector3: ...
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+
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+ class SceneComponent_Static(SceneObject_Static):
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+ pass
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+
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+ class SceneComponent(SceneObject, metaclass=SceneComponent_Static):
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+ # Windows.UI.Composition.Scenes.SceneComponentType Windows.UI.Composition.Scenes.SceneComponent::get_ComponentType()
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+ @_property
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+ @typing.final
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+ def component_type(self) -> SceneComponentType: ...
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+
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+ @typing.final
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+ class SceneComponentCollection(SceneObject, winrt._winrt.MutableSequence[SceneComponent]):
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+ def __len__(self) -> int: ...
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+ def __iter__(self) -> typing.Iterator[SceneComponent]: ...
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+ @typing.overload
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+ def __getitem__(self, index: typing.SupportsIndex) -> SceneComponent: ...
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+ @typing.overload
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+ def __getitem__(self, index: slice) -> winrt.system.Array[SceneComponent]: ...
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+ @typing.overload
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+ def __delitem__(self, index: typing.SupportsIndex) -> None: ...
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+ @typing.overload
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+ def __delitem__(self, index: slice) -> None: ...
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+ @typing.overload
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+ def __setitem__(self, index: typing.SupportsIndex, value: SceneComponent) -> None: ...
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+ @typing.overload
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+ def __setitem__(self, index: slice, value: typing.Iterable[SceneComponent]) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneComponentCollection::Append(Windows.UI.Composition.Scenes.SceneComponent)
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+ def append(self, value: SceneComponent, /) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneComponentCollection::Clear()
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+ def clear(self) -> None: ...
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+ # Windows.Foundation.Collections.IIterator`1<Windows.UI.Composition.Scenes.SceneComponent> Windows.UI.Composition.Scenes.SceneComponentCollection::First()
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+ def first(self) -> windows_foundation_collections.IIterator[SceneComponent]: ...
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+ # Windows.UI.Composition.Scenes.SceneComponent Windows.UI.Composition.Scenes.SceneComponentCollection::GetAt(System.UInt32)
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+ def get_at(self, index: winrt.system.UInt32, /) -> SceneComponent: ...
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+ # System.UInt32 Windows.UI.Composition.Scenes.SceneComponentCollection::GetMany(System.UInt32,Windows.UI.Composition.Scenes.SceneComponent[])
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+ def get_many(self, start_index: winrt.system.UInt32, items: typing.Union[winrt.system.Array[SceneComponent], winrt.system.WriteableBuffer], /) -> winrt.system.UInt32: ...
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+ # Windows.Foundation.Collections.IVectorView`1<Windows.UI.Composition.Scenes.SceneComponent> Windows.UI.Composition.Scenes.SceneComponentCollection::GetView()
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+ def get_view(self) -> typing.Sequence[SceneComponent]: ...
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+ # System.Boolean Windows.UI.Composition.Scenes.SceneComponentCollection::IndexOf(Windows.UI.Composition.Scenes.SceneComponent,System.UInt32&)
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+ def index_of(self, value: SceneComponent, /) -> typing.Tuple[bool, winrt.system.UInt32]: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneComponentCollection::InsertAt(System.UInt32,Windows.UI.Composition.Scenes.SceneComponent)
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+ def insert_at(self, index: winrt.system.UInt32, value: SceneComponent, /) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneComponentCollection::RemoveAt(System.UInt32)
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+ def remove_at(self, index: winrt.system.UInt32, /) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneComponentCollection::RemoveAtEnd()
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+ def remove_at_end(self) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneComponentCollection::ReplaceAll(Windows.UI.Composition.Scenes.SceneComponent[])
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+ def replace_all(self, items: typing.Union[winrt.system.Array[SceneComponent], winrt.system.ReadableBuffer], /) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneComponentCollection::SetAt(System.UInt32,Windows.UI.Composition.Scenes.SceneComponent)
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+ def set_at(self, index: winrt.system.UInt32, value: SceneComponent, /) -> None: ...
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+ # System.UInt32 Windows.UI.Composition.Scenes.SceneComponentCollection::get_Size()
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+ @_property
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+ def size(self) -> winrt.system.UInt32: ...
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+
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+ class SceneMaterial_Static(SceneObject_Static):
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+ pass
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+
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+ class SceneMaterial(SceneObject, metaclass=SceneMaterial_Static):
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+ pass
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+
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+ class SceneMaterialInput_Static(SceneObject_Static):
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+ pass
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+
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+ class SceneMaterialInput(SceneObject, metaclass=SceneMaterialInput_Static):
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+ pass
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+
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+ @typing.final
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+ class SceneMesh_Static(SceneObject_Static):
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+ # Windows.UI.Composition.Scenes.SceneMesh Windows.UI.Composition.Scenes.SceneMesh::Create(Windows.UI.Composition.Compositor)
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+ def create(cls, compositor: windows_ui_composition.Compositor, /) -> SceneMesh: ...
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+
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+ @typing.final
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+ class SceneMesh(SceneObject, metaclass=SceneMesh_Static):
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+ # System.Void Windows.UI.Composition.Scenes.SceneMesh::FillMeshAttribute(Windows.UI.Composition.Scenes.SceneAttributeSemantic,Windows.Graphics.DirectX.DirectXPixelFormat,Windows.Foundation.MemoryBuffer)
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+ def fill_mesh_attribute(self, semantic: SceneAttributeSemantic, format: windows_graphics_directx.DirectXPixelFormat, memory: windows_foundation.MemoryBuffer, /) -> None: ...
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+ # Windows.Graphics.DirectX.DirectXPrimitiveTopology Windows.UI.Composition.Scenes.SceneMesh::get_PrimitiveTopology()
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+ @_property
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+ def primitive_topology(self) -> windows_graphics_directx.DirectXPrimitiveTopology: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMesh::put_PrimitiveTopology(Windows.Graphics.DirectX.DirectXPrimitiveTopology)
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+ @primitive_topology.setter
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+ def primitive_topology(self, value: windows_graphics_directx.DirectXPrimitiveTopology) -> None: ...
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+ # Windows.UI.Composition.Scenes.SceneBoundingBox Windows.UI.Composition.Scenes.SceneMesh::get_Bounds()
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+ @_property
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+ def bounds(self) -> SceneBoundingBox: ...
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+
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+ @typing.final
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+ class SceneMeshMaterialAttributeMap(SceneObject, winrt._winrt.MutableMapping[str, SceneAttributeSemantic]):
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+ def __len__(self) -> int: ...
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+ def __iter__(self) -> typing.Iterator[str]: ...
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+ def __contains__(self, key: object) -> bool: ...
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+ def __getitem__(self, key: str) -> SceneAttributeSemantic: ...
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+ def __setitem__(self, key: str, value: SceneAttributeSemantic) -> None: ...
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+ def __delitem__(self, key: str) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap::Clear()
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+ def clear(self) -> None: ...
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+ # Windows.Foundation.Collections.IIterator`1<Windows.Foundation.Collections.IKeyValuePair`2<System.String,Windows.UI.Composition.Scenes.SceneAttributeSemantic>> Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap::First()
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+ def first(self) -> windows_foundation_collections.IIterator[windows_foundation_collections.IKeyValuePair[str, SceneAttributeSemantic]]: ...
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+ # Windows.Foundation.Collections.IMapView`2<System.String,Windows.UI.Composition.Scenes.SceneAttributeSemantic> Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap::GetView()
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+ def get_view(self) -> typing.Mapping[str, SceneAttributeSemantic]: ...
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+ # System.Boolean Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap::HasKey(System.String)
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+ def has_key(self, key: str, /) -> bool: ...
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+ # System.Boolean Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap::Insert(System.String,Windows.UI.Composition.Scenes.SceneAttributeSemantic)
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+ def insert(self, key: str, value: SceneAttributeSemantic, /) -> bool: ...
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+ # Windows.UI.Composition.Scenes.SceneAttributeSemantic Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap::Lookup(System.String)
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+ def lookup(self, key: str, /) -> SceneAttributeSemantic: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap::Remove(System.String)
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+ def remove(self, key: str, /) -> None: ...
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+ # System.UInt32 Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap::get_Size()
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+ @_property
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+ def size(self) -> winrt.system.UInt32: ...
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+
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+ @typing.final
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+ class SceneMeshRendererComponent_Static(SceneRendererComponent_Static):
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+ # Windows.UI.Composition.Scenes.SceneMeshRendererComponent Windows.UI.Composition.Scenes.SceneMeshRendererComponent::Create(Windows.UI.Composition.Compositor)
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+ def create(cls, compositor: windows_ui_composition.Compositor, /) -> SceneMeshRendererComponent: ...
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+
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+ @typing.final
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+ class SceneMeshRendererComponent(SceneRendererComponent, metaclass=SceneMeshRendererComponent_Static):
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+ # Windows.UI.Composition.Scenes.SceneMesh Windows.UI.Composition.Scenes.SceneMeshRendererComponent::get_Mesh()
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+ @_property
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+ def mesh(self) -> SceneMesh: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMeshRendererComponent::put_Mesh(Windows.UI.Composition.Scenes.SceneMesh)
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+ @mesh.setter
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+ def mesh(self, value: SceneMesh) -> None: ...
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+ # Windows.UI.Composition.Scenes.SceneMaterial Windows.UI.Composition.Scenes.SceneMeshRendererComponent::get_Material()
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+ @_property
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+ def material(self) -> SceneMaterial: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMeshRendererComponent::put_Material(Windows.UI.Composition.Scenes.SceneMaterial)
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+ @material.setter
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+ def material(self, value: SceneMaterial) -> None: ...
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+ # Windows.UI.Composition.Scenes.SceneMeshMaterialAttributeMap Windows.UI.Composition.Scenes.SceneMeshRendererComponent::get_UVMappings()
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+ @_property
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+ def u_v_mappings(self) -> SceneMeshMaterialAttributeMap: ...
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+
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+ @typing.final
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+ class SceneMetallicRoughnessMaterial_Static(ScenePbrMaterial_Static):
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+ # Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::Create(Windows.UI.Composition.Compositor)
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+ def create(cls, compositor: windows_ui_composition.Compositor, /) -> SceneMetallicRoughnessMaterial: ...
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+
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+ @typing.final
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+ class SceneMetallicRoughnessMaterial(ScenePbrMaterial, metaclass=SceneMetallicRoughnessMaterial_Static):
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+ # System.Single Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::get_RoughnessFactor()
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+ @_property
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+ def roughness_factor(self) -> winrt.system.Single: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::put_RoughnessFactor(System.Single)
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+ @roughness_factor.setter
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+ def roughness_factor(self, value: winrt.system.Single) -> None: ...
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+ # Windows.UI.Composition.Scenes.SceneMaterialInput Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::get_MetallicRoughnessInput()
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+ @_property
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+ def metallic_roughness_input(self) -> SceneMaterialInput: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::put_MetallicRoughnessInput(Windows.UI.Composition.Scenes.SceneMaterialInput)
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+ @metallic_roughness_input.setter
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+ def metallic_roughness_input(self, value: SceneMaterialInput) -> None: ...
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+ # System.Single Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::get_MetallicFactor()
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+ @_property
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+ def metallic_factor(self) -> winrt.system.Single: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::put_MetallicFactor(System.Single)
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+ @metallic_factor.setter
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+ def metallic_factor(self, value: winrt.system.Single) -> None: ...
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+ # Windows.UI.Composition.Scenes.SceneMaterialInput Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::get_BaseColorInput()
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+ @_property
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+ def base_color_input(self) -> SceneMaterialInput: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::put_BaseColorInput(Windows.UI.Composition.Scenes.SceneMaterialInput)
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+ @base_color_input.setter
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+ def base_color_input(self, value: SceneMaterialInput) -> None: ...
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+ # Windows.Foundation.Numerics.Vector4 Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::get_BaseColorFactor()
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+ @_property
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+ def base_color_factor(self) -> windows_foundation_numerics.Vector4: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneMetallicRoughnessMaterial::put_BaseColorFactor(Windows.Foundation.Numerics.Vector4)
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+ @base_color_factor.setter
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+ def base_color_factor(self, value: typing.Union[windows_foundation_numerics.Vector4, typing.Tuple[winrt.system.Single, winrt.system.Single, winrt.system.Single, winrt.system.Single]]) -> None: ...
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+
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+ @typing.final
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+ class SceneModelTransform(windows_ui_composition.CompositionTransform):
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+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.SceneModelTransform::get_Translation()
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+ @_property
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+ def translation(self) -> windows_foundation_numerics.Vector3: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneModelTransform::put_Translation(Windows.Foundation.Numerics.Vector3)
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+ @translation.setter
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+ def translation(self, value: typing.Union[windows_foundation_numerics.Vector3, typing.Tuple[winrt.system.Single, winrt.system.Single, winrt.system.Single]]) -> None: ...
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+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.SceneModelTransform::get_Scale()
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+ @_property
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+ def scale(self) -> windows_foundation_numerics.Vector3: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneModelTransform::put_Scale(Windows.Foundation.Numerics.Vector3)
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+ @scale.setter
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+ def scale(self, value: typing.Union[windows_foundation_numerics.Vector3, typing.Tuple[winrt.system.Single, winrt.system.Single, winrt.system.Single]]) -> None: ...
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+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.SceneModelTransform::get_RotationAxis()
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+ @_property
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+ def rotation_axis(self) -> windows_foundation_numerics.Vector3: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneModelTransform::put_RotationAxis(Windows.Foundation.Numerics.Vector3)
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+ @rotation_axis.setter
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+ def rotation_axis(self, value: typing.Union[windows_foundation_numerics.Vector3, typing.Tuple[winrt.system.Single, winrt.system.Single, winrt.system.Single]]) -> None: ...
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+ # System.Single Windows.UI.Composition.Scenes.SceneModelTransform::get_RotationAngleInDegrees()
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+ @_property
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+ def rotation_angle_in_degrees(self) -> winrt.system.Single: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneModelTransform::put_RotationAngleInDegrees(System.Single)
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+ @rotation_angle_in_degrees.setter
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+ def rotation_angle_in_degrees(self, value: winrt.system.Single) -> None: ...
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+ # System.Single Windows.UI.Composition.Scenes.SceneModelTransform::get_RotationAngle()
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+ @_property
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+ def rotation_angle(self) -> winrt.system.Single: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneModelTransform::put_RotationAngle(System.Single)
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+ @rotation_angle.setter
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+ def rotation_angle(self, value: winrt.system.Single) -> None: ...
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+ # Windows.Foundation.Numerics.Quaternion Windows.UI.Composition.Scenes.SceneModelTransform::get_Orientation()
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+ @_property
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+ def orientation(self) -> windows_foundation_numerics.Quaternion: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneModelTransform::put_Orientation(Windows.Foundation.Numerics.Quaternion)
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+ @orientation.setter
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+ def orientation(self, value: typing.Union[windows_foundation_numerics.Quaternion, typing.Tuple[winrt.system.Single, winrt.system.Single, winrt.system.Single, winrt.system.Single]]) -> None: ...
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+
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+ @typing.final
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+ class SceneNode_Static(SceneObject_Static):
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+ # Windows.UI.Composition.Scenes.SceneNode Windows.UI.Composition.Scenes.SceneNode::Create(Windows.UI.Composition.Compositor)
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+ def create(cls, compositor: windows_ui_composition.Compositor, /) -> SceneNode: ...
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+
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+ @typing.final
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+ class SceneNode(SceneObject, metaclass=SceneNode_Static):
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+ # Windows.UI.Composition.Scenes.SceneComponent Windows.UI.Composition.Scenes.SceneNode::FindFirstComponentOfType(Windows.UI.Composition.Scenes.SceneComponentType)
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+ def find_first_component_of_type(self, value: SceneComponentType, /) -> SceneComponent: ...
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+ # Windows.UI.Composition.Scenes.SceneNodeCollection Windows.UI.Composition.Scenes.SceneNode::get_Children()
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+ @_property
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+ def children(self) -> SceneNodeCollection: ...
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+ # Windows.UI.Composition.Scenes.SceneComponentCollection Windows.UI.Composition.Scenes.SceneNode::get_Components()
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+ @_property
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+ def components(self) -> SceneComponentCollection: ...
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+ # Windows.UI.Composition.Scenes.SceneNode Windows.UI.Composition.Scenes.SceneNode::get_Parent()
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+ @_property
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+ def parent(self) -> SceneNode: ...
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+ # Windows.UI.Composition.Scenes.SceneModelTransform Windows.UI.Composition.Scenes.SceneNode::get_Transform()
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+ @_property
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+ def transform(self) -> SceneModelTransform: ...
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+
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+ @typing.final
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+ class SceneNodeCollection(SceneObject, winrt._winrt.MutableSequence[SceneNode]):
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+ def __len__(self) -> int: ...
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+ def __iter__(self) -> typing.Iterator[SceneNode]: ...
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+ @typing.overload
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+ def __getitem__(self, index: typing.SupportsIndex) -> SceneNode: ...
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+ @typing.overload
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+ def __getitem__(self, index: slice) -> winrt.system.Array[SceneNode]: ...
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+ @typing.overload
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+ def __delitem__(self, index: typing.SupportsIndex) -> None: ...
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+ @typing.overload
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+ def __delitem__(self, index: slice) -> None: ...
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+ @typing.overload
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+ def __setitem__(self, index: typing.SupportsIndex, value: SceneNode) -> None: ...
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+ @typing.overload
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+ def __setitem__(self, index: slice, value: typing.Iterable[SceneNode]) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneNodeCollection::Append(Windows.UI.Composition.Scenes.SceneNode)
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+ def append(self, value: SceneNode, /) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneNodeCollection::Clear()
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+ def clear(self) -> None: ...
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+ # Windows.Foundation.Collections.IIterator`1<Windows.UI.Composition.Scenes.SceneNode> Windows.UI.Composition.Scenes.SceneNodeCollection::First()
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+ def first(self) -> windows_foundation_collections.IIterator[SceneNode]: ...
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+ # Windows.UI.Composition.Scenes.SceneNode Windows.UI.Composition.Scenes.SceneNodeCollection::GetAt(System.UInt32)
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+ def get_at(self, index: winrt.system.UInt32, /) -> SceneNode: ...
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+ # System.UInt32 Windows.UI.Composition.Scenes.SceneNodeCollection::GetMany(System.UInt32,Windows.UI.Composition.Scenes.SceneNode[])
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+ def get_many(self, start_index: winrt.system.UInt32, items: typing.Union[winrt.system.Array[SceneNode], winrt.system.WriteableBuffer], /) -> winrt.system.UInt32: ...
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+ # Windows.Foundation.Collections.IVectorView`1<Windows.UI.Composition.Scenes.SceneNode> Windows.UI.Composition.Scenes.SceneNodeCollection::GetView()
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+ def get_view(self) -> typing.Sequence[SceneNode]: ...
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+ # System.Boolean Windows.UI.Composition.Scenes.SceneNodeCollection::IndexOf(Windows.UI.Composition.Scenes.SceneNode,System.UInt32&)
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+ def index_of(self, value: SceneNode, /) -> typing.Tuple[bool, winrt.system.UInt32]: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneNodeCollection::InsertAt(System.UInt32,Windows.UI.Composition.Scenes.SceneNode)
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+ def insert_at(self, index: winrt.system.UInt32, value: SceneNode, /) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneNodeCollection::RemoveAt(System.UInt32)
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+ def remove_at(self, index: winrt.system.UInt32, /) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneNodeCollection::RemoveAtEnd()
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+ def remove_at_end(self) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneNodeCollection::ReplaceAll(Windows.UI.Composition.Scenes.SceneNode[])
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+ def replace_all(self, items: typing.Union[winrt.system.Array[SceneNode], winrt.system.ReadableBuffer], /) -> None: ...
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+ # System.Void Windows.UI.Composition.Scenes.SceneNodeCollection::SetAt(System.UInt32,Windows.UI.Composition.Scenes.SceneNode)
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+ def set_at(self, index: winrt.system.UInt32, value: SceneNode, /) -> None: ...
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+ # System.UInt32 Windows.UI.Composition.Scenes.SceneNodeCollection::get_Size()
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+ @_property
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+ def size(self) -> winrt.system.UInt32: ...
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+
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+ class SceneObject_Static(windows_ui_composition.CompositionObject_Static):
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+ pass
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+
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+ class SceneObject(windows_ui_composition.CompositionObject, metaclass=SceneObject_Static):
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+ pass
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+
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+ class ScenePbrMaterial_Static(SceneMaterial_Static):
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+ pass
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+
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+ class ScenePbrMaterial(SceneMaterial, metaclass=ScenePbrMaterial_Static):
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+ # System.Single Windows.UI.Composition.Scenes.ScenePbrMaterial::get_OcclusionStrength()
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+ @_property
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+ def occlusion_strength(self) -> winrt.system.Single: ...
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+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_OcclusionStrength(System.Single)
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+ @occlusion_strength.setter
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+ @typing.final
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+ def occlusion_strength(self, value: winrt.system.Single) -> None: ...
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+ # Windows.UI.Composition.Scenes.SceneMaterialInput Windows.UI.Composition.Scenes.ScenePbrMaterial::get_OcclusionInput()
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+ @_property
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+ def occlusion_input(self) -> SceneMaterialInput: ...
336
+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_OcclusionInput(Windows.UI.Composition.Scenes.SceneMaterialInput)
337
+ @occlusion_input.setter
338
+ @typing.final
339
+ def occlusion_input(self, value: SceneMaterialInput) -> None: ...
340
+ # System.Single Windows.UI.Composition.Scenes.ScenePbrMaterial::get_NormalScale()
341
+ @_property
342
+ def normal_scale(self) -> winrt.system.Single: ...
343
+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_NormalScale(System.Single)
344
+ @normal_scale.setter
345
+ @typing.final
346
+ def normal_scale(self, value: winrt.system.Single) -> None: ...
347
+ # Windows.UI.Composition.Scenes.SceneMaterialInput Windows.UI.Composition.Scenes.ScenePbrMaterial::get_NormalInput()
348
+ @_property
349
+ def normal_input(self) -> SceneMaterialInput: ...
350
+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_NormalInput(Windows.UI.Composition.Scenes.SceneMaterialInput)
351
+ @normal_input.setter
352
+ @typing.final
353
+ def normal_input(self, value: SceneMaterialInput) -> None: ...
354
+ # System.Boolean Windows.UI.Composition.Scenes.ScenePbrMaterial::get_IsDoubleSided()
355
+ @_property
356
+ def is_double_sided(self) -> bool: ...
357
+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_IsDoubleSided(System.Boolean)
358
+ @is_double_sided.setter
359
+ @typing.final
360
+ def is_double_sided(self, value: bool) -> None: ...
361
+ # Windows.UI.Composition.Scenes.SceneMaterialInput Windows.UI.Composition.Scenes.ScenePbrMaterial::get_EmissiveInput()
362
+ @_property
363
+ def emissive_input(self) -> SceneMaterialInput: ...
364
+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_EmissiveInput(Windows.UI.Composition.Scenes.SceneMaterialInput)
365
+ @emissive_input.setter
366
+ @typing.final
367
+ def emissive_input(self, value: SceneMaterialInput) -> None: ...
368
+ # Windows.Foundation.Numerics.Vector3 Windows.UI.Composition.Scenes.ScenePbrMaterial::get_EmissiveFactor()
369
+ @_property
370
+ def emissive_factor(self) -> windows_foundation_numerics.Vector3: ...
371
+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_EmissiveFactor(Windows.Foundation.Numerics.Vector3)
372
+ @emissive_factor.setter
373
+ @typing.final
374
+ def emissive_factor(self, value: typing.Union[windows_foundation_numerics.Vector3, typing.Tuple[winrt.system.Single, winrt.system.Single, winrt.system.Single]]) -> None: ...
375
+ # Windows.UI.Composition.Scenes.SceneAlphaMode Windows.UI.Composition.Scenes.ScenePbrMaterial::get_AlphaMode()
376
+ @_property
377
+ def alpha_mode(self) -> SceneAlphaMode: ...
378
+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_AlphaMode(Windows.UI.Composition.Scenes.SceneAlphaMode)
379
+ @alpha_mode.setter
380
+ @typing.final
381
+ def alpha_mode(self, value: SceneAlphaMode) -> None: ...
382
+ # System.Single Windows.UI.Composition.Scenes.ScenePbrMaterial::get_AlphaCutoff()
383
+ @_property
384
+ def alpha_cutoff(self) -> winrt.system.Single: ...
385
+ # System.Void Windows.UI.Composition.Scenes.ScenePbrMaterial::put_AlphaCutoff(System.Single)
386
+ @alpha_cutoff.setter
387
+ @typing.final
388
+ def alpha_cutoff(self, value: winrt.system.Single) -> None: ...
389
+
390
+ class SceneRendererComponent_Static(SceneComponent_Static):
391
+ pass
392
+
393
+ class SceneRendererComponent(SceneComponent, metaclass=SceneRendererComponent_Static):
394
+ pass
395
+
396
+ @typing.final
397
+ class SceneSurfaceMaterialInput_Static(SceneMaterialInput_Static):
398
+ # Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::Create(Windows.UI.Composition.Compositor)
399
+ def create(cls, compositor: windows_ui_composition.Compositor, /) -> SceneSurfaceMaterialInput: ...
400
+
401
+ @typing.final
402
+ class SceneSurfaceMaterialInput(SceneMaterialInput, metaclass=SceneSurfaceMaterialInput_Static):
403
+ # Windows.UI.Composition.Scenes.SceneWrappingMode Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::get_WrappingVMode()
404
+ @_property
405
+ def wrapping_v_mode(self) -> SceneWrappingMode: ...
406
+ # System.Void Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::put_WrappingVMode(Windows.UI.Composition.Scenes.SceneWrappingMode)
407
+ @wrapping_v_mode.setter
408
+ def wrapping_v_mode(self, value: SceneWrappingMode) -> None: ...
409
+ # Windows.UI.Composition.Scenes.SceneWrappingMode Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::get_WrappingUMode()
410
+ @_property
411
+ def wrapping_u_mode(self) -> SceneWrappingMode: ...
412
+ # System.Void Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::put_WrappingUMode(Windows.UI.Composition.Scenes.SceneWrappingMode)
413
+ @wrapping_u_mode.setter
414
+ def wrapping_u_mode(self, value: SceneWrappingMode) -> None: ...
415
+ # Windows.UI.Composition.ICompositionSurface Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::get_Surface()
416
+ @_property
417
+ def surface(self) -> windows_ui_composition.ICompositionSurface: ...
418
+ # System.Void Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::put_Surface(Windows.UI.Composition.ICompositionSurface)
419
+ @surface.setter
420
+ def surface(self, value: windows_ui_composition.ICompositionSurface) -> None: ...
421
+ # Windows.UI.Composition.CompositionBitmapInterpolationMode Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::get_BitmapInterpolationMode()
422
+ @_property
423
+ def bitmap_interpolation_mode(self) -> windows_ui_composition.CompositionBitmapInterpolationMode: ...
424
+ # System.Void Windows.UI.Composition.Scenes.SceneSurfaceMaterialInput::put_BitmapInterpolationMode(Windows.UI.Composition.CompositionBitmapInterpolationMode)
425
+ @bitmap_interpolation_mode.setter
426
+ def bitmap_interpolation_mode(self, value: windows_ui_composition.CompositionBitmapInterpolationMode) -> None: ...
427
+
428
+ @typing.final
429
+ class SceneVisual_Static(windows_ui_composition.ContainerVisual_Static):
430
+ # Windows.UI.Composition.Scenes.SceneVisual Windows.UI.Composition.Scenes.SceneVisual::Create(Windows.UI.Composition.Compositor)
431
+ def create(cls, compositor: windows_ui_composition.Compositor, /) -> SceneVisual: ...
432
+
433
+ @typing.final
434
+ class SceneVisual(windows_ui_composition.ContainerVisual, metaclass=SceneVisual_Static):
435
+ # Windows.UI.Composition.Scenes.SceneNode Windows.UI.Composition.Scenes.SceneVisual::get_Root()
436
+ @_property
437
+ def root(self) -> SceneNode: ...
438
+ # System.Void Windows.UI.Composition.Scenes.SceneVisual::put_Root(Windows.UI.Composition.Scenes.SceneNode)
439
+ @root.setter
440
+ def root(self, value: SceneNode) -> None: ...
441
+
@@ -0,0 +1,85 @@
1
+ # WARNING: Please don't edit this file. It was generated by Python/WinRT v3.2.1
2
+
3
+ import enum
4
+
5
+ import winrt.runtime._internals
6
+ import winrt.system
7
+ from winrt._winrt_windows_ui_composition_scenes import (
8
+ SceneBoundingBox,
9
+ SceneComponent,
10
+ SceneComponentCollection,
11
+ SceneMaterial,
12
+ SceneMaterialInput,
13
+ SceneMesh,
14
+ SceneMeshMaterialAttributeMap,
15
+ SceneMeshRendererComponent,
16
+ SceneMetallicRoughnessMaterial,
17
+ SceneModelTransform,
18
+ SceneNode,
19
+ SceneNodeCollection,
20
+ SceneObject,
21
+ ScenePbrMaterial,
22
+ SceneRendererComponent,
23
+ SceneSurfaceMaterialInput,
24
+ SceneVisual,
25
+ )
26
+ from typing import TYPE_CHECKING
27
+ if TYPE_CHECKING:
28
+ from winrt._winrt_windows_ui_composition_scenes import (
29
+ SceneComponent_Static,
30
+ SceneMaterial_Static,
31
+ SceneMaterialInput_Static,
32
+ SceneObject_Static,
33
+ ScenePbrMaterial_Static,
34
+ SceneRendererComponent_Static,
35
+ )
36
+
37
+ __all__ = [
38
+ "SceneAlphaMode",
39
+ "SceneAttributeSemantic",
40
+ "SceneComponentType",
41
+ "SceneWrappingMode",
42
+ "SceneBoundingBox",
43
+ "SceneComponent",
44
+ "SceneComponentCollection",
45
+ "SceneMaterial",
46
+ "SceneMaterialInput",
47
+ "SceneMesh",
48
+ "SceneMeshMaterialAttributeMap",
49
+ "SceneMeshRendererComponent",
50
+ "SceneMetallicRoughnessMaterial",
51
+ "SceneModelTransform",
52
+ "SceneNode",
53
+ "SceneNodeCollection",
54
+ "SceneObject",
55
+ "ScenePbrMaterial",
56
+ "SceneRendererComponent",
57
+ "SceneSurfaceMaterialInput",
58
+ "SceneVisual",
59
+ ]
60
+
61
+ class SceneAlphaMode(enum.IntEnum):
62
+ OPAQUE = 0
63
+ ALPHA_TEST = 1
64
+ BLEND = 2
65
+
66
+ class SceneAttributeSemantic(enum.IntEnum):
67
+ INDEX = 0
68
+ VERTEX = 1
69
+ NORMAL = 2
70
+ TEX_COORD0 = 3
71
+ TEX_COORD1 = 4
72
+ COLOR = 5
73
+ TANGENT = 6
74
+
75
+ class SceneComponentType(enum.IntEnum):
76
+ MESH_RENDERER_COMPONENT = 0
77
+
78
+ class SceneWrappingMode(enum.IntEnum):
79
+ CLAMP_TO_EDGE = 0
80
+ MIRRORED_REPEAT = 1
81
+ REPEAT = 2
82
+
83
+ winrt.runtime._internals.mixin_mutable_sequence(SceneComponentCollection)
84
+ winrt.runtime._internals.mixin_mutable_mapping(SceneMeshMaterialAttributeMap)
85
+ winrt.runtime._internals.mixin_mutable_sequence(SceneNodeCollection)
File without changes
@@ -0,0 +1,30 @@
1
+ Metadata-Version: 2.4
2
+ Name: winrt-Windows.UI.Composition.Scenes
3
+ Version: 3.2.1
4
+ Summary: Python projection of Windows Runtime (WinRT) APIs
5
+ License-Expression: MIT
6
+ Project-URL: Documentation, https://pywinrt.readthedocs.io
7
+ Project-URL: Repository, https://github.com/pywinrt/pywinrt
8
+ Project-URL: Changelog, https://github.com/pywinrt/pywinrt/blob/main/CHANGELOG.md
9
+ Classifier: Operating System :: Microsoft :: Windows
10
+ Classifier: Programming Language :: Python :: 3
11
+ Classifier: Programming Language :: Python :: Implementation :: CPython
12
+ Classifier: Intended Audience :: Developers
13
+ Requires-Python: >=3.9
14
+ Description-Content-Type: text/markdown
15
+ Requires-Dist: winrt-runtime~=3.2.1.0
16
+ Requires-Dist: winrt-Windows.UI.Composition~=3.2.1.0
17
+ Provides-Extra: all
18
+ Requires-Dist: winrt-Windows.Foundation[all]~=3.2.1.0; extra == "all"
19
+ Requires-Dist: winrt-Windows.Foundation.Collections[all]~=3.2.1.0; extra == "all"
20
+ Requires-Dist: winrt-Windows.Foundation.Numerics[all]~=3.2.1.0; extra == "all"
21
+ Requires-Dist: winrt-Windows.Graphics.DirectX[all]~=3.2.1.0; extra == "all"
22
+ Requires-Dist: winrt-Windows.UI.Composition[all]~=3.2.1.0; extra == "all"
23
+
24
+ <!-- warning: Please don't edit this file. It was automatically generated. -->
25
+
26
+ # winrt-Windows.UI.Composition.Scenes
27
+
28
+ Windows Runtime (WinRT) APIs for for the `Windows.UI.Composition.Scenes` namespace.
29
+
30
+ This package provides the `winrt.windows.ui.composition.scenes` module.
@@ -0,0 +1,8 @@
1
+ winrt/_winrt_windows_ui_composition_scenes.cp314-win32.pyd,sha256=4LBtwdTTvh85NDFvdoX01der-STMch7HZzP-bLCrWvo,218112
2
+ winrt/_winrt_windows_ui_composition_scenes.pyi,sha256=uu1UbNeXwKO_PH7et_C_lig-NDA1ieurASrFd5oAmfA,28500
3
+ winrt/windows/ui/composition/scenes/__init__.py,sha256=HZoAOxGCL6vcWvwZwaUsjo04EVb917adWJcaNlAErn0,2135
4
+ winrt/windows/ui/composition/scenes/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
5
+ winrt_windows_ui_composition_scenes-3.2.1.dist-info/METADATA,sha256=ROuB2A7PZvdI6fNOnpR4qESdDwtAP8vuNmlqU06xI4g,1442
6
+ winrt_windows_ui_composition_scenes-3.2.1.dist-info/WHEEL,sha256=avp3B09fSRXVHn4cshTNKc58MtFVN-cVe0NyrqeYT2s,97
7
+ winrt_windows_ui_composition_scenes-3.2.1.dist-info/top_level.txt,sha256=BzwQb4dZRt0NxCXi10ARjWsox7Asmtf_lXrw_KR-D_E,6
8
+ winrt_windows_ui_composition_scenes-3.2.1.dist-info/RECORD,,
@@ -0,0 +1,5 @@
1
+ Wheel-Version: 1.0
2
+ Generator: setuptools (80.9.0)
3
+ Root-Is-Purelib: false
4
+ Tag: cp314-cp314-win32
5
+