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* [TS/JS] Entry point per namespace * Fix handling of outputpath and array_test * Attempt to fix generate_code * Fix cwd for ts in generate_code * Attempt to fixup bazel and some docs * Add --ts-flat-files to bazel build to get bundle * Move to DEFAULT_FLATC_TS_ARGS * Attempt to add esbuild * Attempt to use npm instead * Remove futile attempt to add esbuild * Attempt to as bazel esbuild * Shuffle * Upgrade bazel deps * Revert failed attempts to get bazel working * Ignore flatc tests for now * Add esbuild dependency * `package.json` Include esbuild * `WORKSPACE` Add fetching esbuild binary * Update WORKSPACE * Unfreeze Lockfile * Update WORKSPACE * Update BUILD.bazel * Rework to suggest instead of running external bundler * Add esbuild generation to test script * Prelim bundle test * Run test JavaScriptTest from flatbuffers 1.x * Deps upgrade * Clang format fix * Revert bazel changes * Fix newline * Generate with type declarations * Handle "empty" root namespace * Adjust tests for typescript_keywords.ts * Separate test procedure for old node resolution module output * Fix rel path for root level re-exports * Bazel support for esbuild-based flatc Unfortunately, we lose typing information because the new esbuild method of generating single files does not generate type information. The method used here is a bit hack-ish because it relies on parsing the console output of flatc to figure out what to do. * Try to fix bazel build for when node isn't present on host * Auto formatting fixes * Fix missing generated code Co-authored-by: Derek Bailey <derekbailey@google.com> Co-authored-by: James Kuszmaul <jabukuszmaul+collab@gmail.com>
98 lines
2.7 KiB
JavaScript
98 lines
2.7 KiB
JavaScript
// automatically generated by the FlatBuffers compiler, do not modify
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import { Test } from '../../my-game/example/test.js';
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export class Vec3 {
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constructor() {
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this.bb = null;
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this.bb_pos = 0;
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}
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__init(i, bb) {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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x() {
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return this.bb.readFloat32(this.bb_pos);
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}
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mutate_x(value) {
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this.bb.writeFloat32(this.bb_pos + 0, value);
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return true;
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}
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y() {
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return this.bb.readFloat32(this.bb_pos + 4);
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}
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mutate_y(value) {
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this.bb.writeFloat32(this.bb_pos + 4, value);
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return true;
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}
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z() {
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return this.bb.readFloat32(this.bb_pos + 8);
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}
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mutate_z(value) {
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this.bb.writeFloat32(this.bb_pos + 8, value);
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return true;
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}
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test1() {
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return this.bb.readFloat64(this.bb_pos + 16);
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}
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mutate_test1(value) {
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this.bb.writeFloat64(this.bb_pos + 16, value);
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return true;
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}
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test2() {
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return this.bb.readUint8(this.bb_pos + 24);
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}
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mutate_test2(value) {
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this.bb.writeUint8(this.bb_pos + 24, value);
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return true;
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}
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test3(obj) {
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return (obj || new Test()).__init(this.bb_pos + 26, this.bb);
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}
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static getFullyQualifiedName() {
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return 'MyGame.Example.Vec3';
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}
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static sizeOf() {
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return 32;
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}
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static createVec3(builder, x, y, z, test1, test2, test3_a, test3_b) {
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builder.prep(8, 32);
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builder.pad(2);
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builder.prep(2, 4);
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builder.pad(1);
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builder.writeInt8(test3_b);
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builder.writeInt16(test3_a);
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builder.pad(1);
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builder.writeInt8(test2);
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builder.writeFloat64(test1);
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builder.pad(4);
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builder.writeFloat32(z);
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builder.writeFloat32(y);
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builder.writeFloat32(x);
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return builder.offset();
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}
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unpack() {
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return new Vec3T(this.x(), this.y(), this.z(), this.test1(), this.test2(), (this.test3() !== null ? this.test3().unpack() : null));
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}
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unpackTo(_o) {
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_o.x = this.x();
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_o.y = this.y();
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_o.z = this.z();
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_o.test1 = this.test1();
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_o.test2 = this.test2();
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_o.test3 = (this.test3() !== null ? this.test3().unpack() : null);
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}
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}
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export class Vec3T {
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constructor(x = 0.0, y = 0.0, z = 0.0, test1 = 0.0, test2 = 0, test3 = null) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.test1 = test1;
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this.test2 = test2;
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this.test3 = test3;
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}
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pack(builder) {
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return Vec3.createVec3(builder, this.x, this.y, this.z, this.test1, this.test2, (this.test3?.a ?? 0), (this.test3?.b ?? 0));
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}
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}
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