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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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// automatically generated by the FlatBuffers compiler, do not modify import * as flatbuffers from 'flatbuffers'; import { Vec3 } from './vec3.js'; import { Vec4 } from './vec4.js'; export class VrUserStateBuffer { bb: flatbuffers.ByteBuffer|null = null; bb_pos = 0; __init(i:number, bb:flatbuffers.ByteBuffer):VrUserStateBuffer { this.bb_pos = i; this.bb = bb; return this; } static getRootAsVrUserStateBuffer(bb:flatbuffers.ByteBuffer, obj?:VrUserStateBuffer):VrUserStateBuffer { return (obj || new VrUserStateBuffer()).__init(bb.readInt32(bb.position()) + bb.position(), bb); } static getSizePrefixedRootAsVrUserStateBuffer(bb:flatbuffers.ByteBuffer, obj?:VrUserStateBuffer):VrUserStateBuffer { bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH); return (obj || new VrUserStateBuffer()).__init(bb.readInt32(bb.position()) + bb.position(), bb); } time():flatbuffers.Long { const offset = this.bb!.__offset(this.bb_pos, 4); return offset ? this.bb!.readInt64(this.bb_pos + offset) : this.bb!.createLong(0, 0); } avatarId():string|null avatarId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null avatarId(optionalEncoding?:any):string|Uint8Array|null { const offset = this.bb!.__offset(this.bb_pos, 6); return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null; } position(obj?:Vec3):Vec3|null { const offset = this.bb!.__offset(this.bb_pos, 8); return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null; } rotation(obj?:Vec4):Vec4|null { const offset = this.bb!.__offset(this.bb_pos, 10); return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null; } scale():number { const offset = this.bb!.__offset(this.bb_pos, 12); return offset ? this.bb!.readFloat32(this.bb_pos + offset) : 0.0; } headPosition(obj?:Vec3):Vec3|null { const offset = this.bb!.__offset(this.bb_pos, 14); return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null; } headRotation(obj?:Vec4):Vec4|null { const offset = this.bb!.__offset(this.bb_pos, 16); return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null; } posLeftHand(obj?:Vec3):Vec3|null { const offset = this.bb!.__offset(this.bb_pos, 18); return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null; } posRightHand(obj?:Vec3):Vec3|null { const offset = this.bb!.__offset(this.bb_pos, 20); return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null; } rotLeftHand(obj?:Vec4):Vec4|null { const offset = this.bb!.__offset(this.bb_pos, 22); return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null; } rotRightHand(obj?:Vec4):Vec4|null { const offset = this.bb!.__offset(this.bb_pos, 24); return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb!) : null; } static startVrUserStateBuffer(builder:flatbuffers.Builder) { builder.startObject(11); } static addTime(builder:flatbuffers.Builder, time:flatbuffers.Long) { builder.addFieldInt64(0, time, builder.createLong(0, 0)); } static addAvatarId(builder:flatbuffers.Builder, avatarIdOffset:flatbuffers.Offset) { builder.addFieldOffset(1, avatarIdOffset, 0); } static addPosition(builder:flatbuffers.Builder, positionOffset:flatbuffers.Offset) { builder.addFieldStruct(2, positionOffset, 0); } static addRotation(builder:flatbuffers.Builder, rotationOffset:flatbuffers.Offset) { builder.addFieldStruct(3, rotationOffset, 0); } static addScale(builder:flatbuffers.Builder, scale:number) { builder.addFieldFloat32(4, scale, 0.0); } static addHeadPosition(builder:flatbuffers.Builder, headPositionOffset:flatbuffers.Offset) { builder.addFieldStruct(5, headPositionOffset, 0); } static addHeadRotation(builder:flatbuffers.Builder, headRotationOffset:flatbuffers.Offset) { builder.addFieldStruct(6, headRotationOffset, 0); } static addPosLeftHand(builder:flatbuffers.Builder, posLeftHandOffset:flatbuffers.Offset) { builder.addFieldStruct(7, posLeftHandOffset, 0); } static addPosRightHand(builder:flatbuffers.Builder, posRightHandOffset:flatbuffers.Offset) { builder.addFieldStruct(8, posRightHandOffset, 0); } static addRotLeftHand(builder:flatbuffers.Builder, rotLeftHandOffset:flatbuffers.Offset) { builder.addFieldStruct(9, rotLeftHandOffset, 0); } static addRotRightHand(builder:flatbuffers.Builder, rotRightHandOffset:flatbuffers.Offset) { builder.addFieldStruct(10, rotRightHandOffset, 0); } static endVrUserStateBuffer(builder:flatbuffers.Builder):flatbuffers.Offset { const offset = builder.endObject(); return offset; } static finishVrUserStateBufferBuffer(builder:flatbuffers.Builder, offset:flatbuffers.Offset) { builder.finish(offset); } static finishSizePrefixedVrUserStateBufferBuffer(builder:flatbuffers.Builder, offset:flatbuffers.Offset) { builder.finish(offset, undefined, true); } }