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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 = null; bb_pos = 0; __init(i, bb) { this.bb_pos = i; this.bb = bb; return this; } static getRootAsVrUserStateBuffer(bb, obj) { return (obj || new VrUserStateBuffer()).__init(bb.readInt32(bb.position()) + bb.position(), bb); } static getSizePrefixedRootAsVrUserStateBuffer(bb, obj) { bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH); return (obj || new VrUserStateBuffer()).__init(bb.readInt32(bb.position()) + bb.position(), bb); } time() { const offset = this.bb.__offset(this.bb_pos, 4); return offset ? this.bb.readInt64(this.bb_pos + offset) : this.bb.createLong(0, 0); } avatarId(optionalEncoding) { const offset = this.bb.__offset(this.bb_pos, 6); return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null; } position(obj) { const offset = this.bb.__offset(this.bb_pos, 8); return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb) : null; } rotation(obj) { const offset = this.bb.__offset(this.bb_pos, 10); return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb) : null; } scale() { const offset = this.bb.__offset(this.bb_pos, 12); return offset ? this.bb.readFloat32(this.bb_pos + offset) : 0.0; } headPosition(obj) { const offset = this.bb.__offset(this.bb_pos, 14); return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb) : null; } headRotation(obj) { const offset = this.bb.__offset(this.bb_pos, 16); return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb) : null; } posLeftHand(obj) { const offset = this.bb.__offset(this.bb_pos, 18); return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb) : null; } posRightHand(obj) { const offset = this.bb.__offset(this.bb_pos, 20); return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb) : null; } rotLeftHand(obj) { const offset = this.bb.__offset(this.bb_pos, 22); return offset ? (obj || new Vec4()).__init(this.bb_pos + offset, this.bb) : null; } rotRightHand(obj) { 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) { builder.startObject(11); } static addTime(builder, time) { builder.addFieldInt64(0, time, builder.createLong(0, 0)); } static addAvatarId(builder, avatarIdOffset) { builder.addFieldOffset(1, avatarIdOffset, 0); } static addPosition(builder, positionOffset) { builder.addFieldStruct(2, positionOffset, 0); } static addRotation(builder, rotationOffset) { builder.addFieldStruct(3, rotationOffset, 0); } static addScale(builder, scale) { builder.addFieldFloat32(4, scale, 0.0); } static addHeadPosition(builder, headPositionOffset) { builder.addFieldStruct(5, headPositionOffset, 0); } static addHeadRotation(builder, headRotationOffset) { builder.addFieldStruct(6, headRotationOffset, 0); } static addPosLeftHand(builder, posLeftHandOffset) { builder.addFieldStruct(7, posLeftHandOffset, 0); } static addPosRightHand(builder, posRightHandOffset) { builder.addFieldStruct(8, posRightHandOffset, 0); } static addRotLeftHand(builder, rotLeftHandOffset) { builder.addFieldStruct(9, rotLeftHandOffset, 0); } static addRotRightHand(builder, rotRightHandOffset) { builder.addFieldStruct(10, rotRightHandOffset, 0); } static endVrUserStateBuffer(builder) { const offset = builder.endObject(); return offset; } static finishVrUserStateBufferBuffer(builder, offset) { builder.finish(offset); } static finishSizePrefixedVrUserStateBufferBuffer(builder, offset) { builder.finish(offset, undefined, true); } } //# sourceMappingURL=vr-user-state-buffer.js.map