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mesh-data-indices.ts
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// automatically generated by the FlatBuffers compiler, do not modify
import * as flatbuffers from 'flatbuffers';
export class meshDataIndices {
bb: flatbuffers.ByteBuffer|null = null;
bb_pos = 0;
__init(i:number, bb:flatbuffers.ByteBuffer):meshDataIndices {
this.bb_pos = i;
this.bb = bb;
return this;
}
static getRootAsmeshDataIndices(bb:flatbuffers.ByteBuffer, obj?:meshDataIndices):meshDataIndices {
return (obj || new meshDataIndices()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
static getSizePrefixedRootAsmeshDataIndices(bb:flatbuffers.ByteBuffer, obj?:meshDataIndices):meshDataIndices {
bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
return (obj || new meshDataIndices()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
}
indices(index: number):number|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.readFloat32(this.bb!.__vector(this.bb_pos + offset) + index * 4) : 0;
}
indicesLength():number {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? this.bb!.__vector_len(this.bb_pos + offset) : 0;
}
indicesArray():Float32Array|null {
const offset = this.bb!.__offset(this.bb_pos, 4);
return offset ? new Float32Array(this.bb!.bytes().buffer, this.bb!.bytes().byteOffset + this.bb!.__vector(this.bb_pos + offset), this.bb!.__vector_len(this.bb_pos + offset)) : null;
}
static startmeshDataIndices(builder:flatbuffers.Builder) {
builder.startObject(1);
}
static addIndices(builder:flatbuffers.Builder, indicesOffset:flatbuffers.Offset) {
builder.addFieldOffset(0, indicesOffset, 0);
}
static createIndicesVector(builder:flatbuffers.Builder, data:number[]|Float32Array):flatbuffers.Offset;
/**
* @deprecated This Uint8Array overload will be removed in the future.
*/
static createIndicesVector(builder:flatbuffers.Builder, data:number[]|Uint8Array):flatbuffers.Offset;
static createIndicesVector(builder:flatbuffers.Builder, data:number[]|Float32Array|Uint8Array):flatbuffers.Offset {
builder.startVector(4, data.length, 4);
for (let i = data.length - 1; i >= 0; i--) {
builder.addFloat32(data[i]!);
}
return builder.endVector();
}
static startIndicesVector(builder:flatbuffers.Builder, numElems:number) {
builder.startVector(4, numElems, 4);
}
static endmeshDataIndices(builder:flatbuffers.Builder):flatbuffers.Offset {
const offset = builder.endObject();
return offset;
}
static createmeshDataIndices(builder:flatbuffers.Builder, indicesOffset:flatbuffers.Offset):flatbuffers.Offset {
meshDataIndices.startmeshDataIndices(builder);
meshDataIndices.addIndices(builder, indicesOffset);
return meshDataIndices.endmeshDataIndices(builder);
}
}