@needle-tools/engine
Version:
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.
93 lines (71 loc) • 3.1 kB
text/typescript
// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
import { Vec3 } from './vec3.js';
export class SyncedCameraModel {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):SyncedCameraModel {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsSyncedCameraModel(bb:flatbuffers.ByteBuffer, obj?:SyncedCameraModel):SyncedCameraModel {
return (obj || new SyncedCameraModel()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsSyncedCameraModel(bb:flatbuffers.ByteBuffer, obj?:SyncedCameraModel):SyncedCameraModel {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new SyncedCameraModel()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
userId():string|null
userId(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
userId(optionalEncoding?:any):string|Uint8Array|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.__string(this.bb_pos + offset, optionalEncoding) : null;
}
guid():string|null
guid(optionalEncoding:flatbuffers.Encoding):string|Uint8Array|null
guid(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;
}
dontSave():boolean {
const offset = this.bb!.__offset(this.bb_pos, 8);
return offset ? !!this.bb!.readInt8(this.bb_pos + offset) : false;
}
pos(obj?:Vec3):Vec3|null {
const offset = this.bb!.__offset(this.bb_pos, 10);
return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
}
rot(obj?:Vec3):Vec3|null {
const offset = this.bb!.__offset(this.bb_pos, 12);
return offset ? (obj || new Vec3()).__init(this.bb_pos + offset, this.bb!) : null;
}
static startSyncedCameraModel(builder:flatbuffers.Builder) {
builder.startObject(5);
}
static addUserId(builder:flatbuffers.Builder, userIdOffset:flatbuffers.Offset) {
builder.addFieldOffset(0, userIdOffset, 0);
}
static addGuid(builder:flatbuffers.Builder, guidOffset:flatbuffers.Offset) {
builder.addFieldOffset(1, guidOffset, 0);
}
static addDontSave(builder:flatbuffers.Builder, dontSave:boolean) {
builder.addFieldInt8(2, +dontSave, +false);
}
static addPos(builder:flatbuffers.Builder, posOffset:flatbuffers.Offset) {
builder.addFieldStruct(3, posOffset, 0);
}
static addRot(builder:flatbuffers.Builder, rotOffset:flatbuffers.Offset) {
builder.addFieldStruct(4, rotOffset, 0);
}
static endSyncedCameraModel(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static finishSyncedCameraModelBuffer(builder:flatbuffers.Builder, offset:flatbuffers.Offset) {
builder.finish(offset);
}
static finishSizePrefixedSyncedCameraModelBuffer(builder:flatbuffers.Builder, offset:flatbuffers.Offset) {
builder.finish(offset, undefined, true);
}
}