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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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"use strict"; // automatically generated by the FlatBuffers compiler, do not modify exports.__esModule = true; exports.VrUserStateBuffer = void 0; var flatbuffers = require("flatbuffers"); var vec3_js_1 = require("./vec3.js"); var vec4_js_1 = require("./vec4.js"); var VrUserStateBuffer = /** @class */ (function () { function VrUserStateBuffer() { this.bb = null; this.bb_pos = 0; } VrUserStateBuffer.prototype.__init = function (i, bb) { this.bb_pos = i; this.bb = bb; return this; }; VrUserStateBuffer.getRootAsVrUserStateBuffer = function (bb, obj) { return (obj || new VrUserStateBuffer()).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; VrUserStateBuffer.getSizePrefixedRootAsVrUserStateBuffer = function (bb, obj) { bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH); return (obj || new VrUserStateBuffer()).__init(bb.readInt32(bb.position()) + bb.position(), bb); }; VrUserStateBuffer.prototype.guid = function (optionalEncoding) { var offset = this.bb.__offset(this.bb_pos, 4); return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null; }; VrUserStateBuffer.prototype.time = function () { var offset = this.bb.__offset(this.bb_pos, 6); return offset ? this.bb.readInt64(this.bb_pos + offset) : this.bb.createLong(0, 0); }; VrUserStateBuffer.prototype.avatarId = function (optionalEncoding) { var offset = this.bb.__offset(this.bb_pos, 8); return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null; }; VrUserStateBuffer.prototype.position = function (obj) { var offset = this.bb.__offset(this.bb_pos, 10); return offset ? (obj || new vec3_js_1.Vec3()).__init(this.bb_pos + offset, this.bb) : null; }; VrUserStateBuffer.prototype.rotation = function (obj) { var offset = this.bb.__offset(this.bb_pos, 12); return offset ? (obj || new vec4_js_1.Vec4()).__init(this.bb_pos + offset, this.bb) : null; }; VrUserStateBuffer.prototype.scale = function () { var offset = this.bb.__offset(this.bb_pos, 14); return offset ? this.bb.readFloat32(this.bb_pos + offset) : 0.0; }; VrUserStateBuffer.prototype.posLeftHand = function (obj) { var offset = this.bb.__offset(this.bb_pos, 16); return offset ? (obj || new vec3_js_1.Vec3()).__init(this.bb_pos + offset, this.bb) : null; }; VrUserStateBuffer.prototype.posRightHand = function (obj) { var offset = this.bb.__offset(this.bb_pos, 18); return offset ? (obj || new vec3_js_1.Vec3()).__init(this.bb_pos + offset, this.bb) : null; }; VrUserStateBuffer.prototype.rotLeftHand = function (obj) { var offset = this.bb.__offset(this.bb_pos, 20); return offset ? (obj || new vec4_js_1.Vec4()).__init(this.bb_pos + offset, this.bb) : null; }; VrUserStateBuffer.prototype.rotRightHand = function (obj) { var offset = this.bb.__offset(this.bb_pos, 22); return offset ? (obj || new vec4_js_1.Vec4()).__init(this.bb_pos + offset, this.bb) : null; }; VrUserStateBuffer.startVrUserStateBuffer = function (builder) { builder.startObject(10); }; VrUserStateBuffer.addGuid = function (builder, guidOffset) { builder.addFieldOffset(0, guidOffset, 0); }; VrUserStateBuffer.addTime = function (builder, time) { builder.addFieldInt64(1, time, builder.createLong(0, 0)); }; VrUserStateBuffer.addAvatarId = function (builder, avatarIdOffset) { builder.addFieldOffset(2, avatarIdOffset, 0); }; VrUserStateBuffer.addPosition = function (builder, positionOffset) { builder.addFieldStruct(3, positionOffset, 0); }; VrUserStateBuffer.addRotation = function (builder, rotationOffset) { builder.addFieldStruct(4, rotationOffset, 0); }; VrUserStateBuffer.addScale = function (builder, scale) { builder.addFieldFloat32(5, scale, 0.0); }; VrUserStateBuffer.addPosLeftHand = function (builder, posLeftHandOffset) { builder.addFieldStruct(6, posLeftHandOffset, 0); }; VrUserStateBuffer.addPosRightHand = function (builder, posRightHandOffset) { builder.addFieldStruct(7, posRightHandOffset, 0); }; VrUserStateBuffer.addRotLeftHand = function (builder, rotLeftHandOffset) { builder.addFieldStruct(8, rotLeftHandOffset, 0); }; VrUserStateBuffer.addRotRightHand = function (builder, rotRightHandOffset) { builder.addFieldStruct(9, rotRightHandOffset, 0); }; VrUserStateBuffer.endVrUserStateBuffer = function (builder) { var offset = builder.endObject(); return offset; }; VrUserStateBuffer.finishVrUserStateBufferBuffer = function (builder, offset) { builder.finish(offset); }; VrUserStateBuffer.finishSizePrefixedVrUserStateBufferBuffer = function (builder, offset) { builder.finish(offset, undefined, true); }; return VrUserStateBuffer; }()); exports.VrUserStateBuffer = VrUserStateBuffer;