@needle-tools/engine
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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.
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TypeScript
import * as flatbuffers from 'flatbuffers';
import { Vec3 } from './vec3.js';
import { Vec4 } from './vec4.js';
export declare class VrUserStateBuffer {
bb: flatbuffers.ByteBuffer | null;
bb_pos: number;
__init(i: number, bb: flatbuffers.ByteBuffer): VrUserStateBuffer;
static getRootAsVrUserStateBuffer(bb: flatbuffers.ByteBuffer, obj?: VrUserStateBuffer): VrUserStateBuffer;
static getSizePrefixedRootAsVrUserStateBuffer(bb: flatbuffers.ByteBuffer, obj?: VrUserStateBuffer): VrUserStateBuffer;
time(): flatbuffers.Long;
avatarId(): string | null;
avatarId(optionalEncoding: flatbuffers.Encoding): string | Uint8Array | null;
position(obj?: Vec3): Vec3 | null;
rotation(obj?: Vec4): Vec4 | null;
scale(): number;
headPosition(obj?: Vec3): Vec3 | null;
headRotation(obj?: Vec4): Vec4 | null;
posLeftHand(obj?: Vec3): Vec3 | null;
posRightHand(obj?: Vec3): Vec3 | null;
rotLeftHand(obj?: Vec4): Vec4 | null;
rotRightHand(obj?: Vec4): Vec4 | null;
static startVrUserStateBuffer(builder: flatbuffers.Builder): void;
static addTime(builder: flatbuffers.Builder, time: flatbuffers.Long): void;
static addAvatarId(builder: flatbuffers.Builder, avatarIdOffset: flatbuffers.Offset): void;
static addPosition(builder: flatbuffers.Builder, positionOffset: flatbuffers.Offset): void;
static addRotation(builder: flatbuffers.Builder, rotationOffset: flatbuffers.Offset): void;
static addScale(builder: flatbuffers.Builder, scale: number): void;
static addHeadPosition(builder: flatbuffers.Builder, headPositionOffset: flatbuffers.Offset): void;
static addHeadRotation(builder: flatbuffers.Builder, headRotationOffset: flatbuffers.Offset): void;
static addPosLeftHand(builder: flatbuffers.Builder, posLeftHandOffset: flatbuffers.Offset): void;
static addPosRightHand(builder: flatbuffers.Builder, posRightHandOffset: flatbuffers.Offset): void;
static addRotLeftHand(builder: flatbuffers.Builder, rotLeftHandOffset: flatbuffers.Offset): void;
static addRotRightHand(builder: flatbuffers.Builder, rotRightHandOffset: flatbuffers.Offset): void;
static endVrUserStateBuffer(builder: flatbuffers.Builder): flatbuffers.Offset;
static finishVrUserStateBufferBuffer(builder: flatbuffers.Builder, offset: flatbuffers.Offset): void;
static finishSizePrefixedVrUserStateBufferBuffer(builder: flatbuffers.Builder, offset: flatbuffers.Offset): void;
}