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@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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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; }