@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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text/typescript
// 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);
}
}