# automatically generated by the FlatBuffers compiler, do not modify # namespace: Example import flatbuffers from flatbuffers.compat import import_numpy np = import_numpy() class Vec3(object): __slots__ = ['_tab'] @classmethod def SizeOf(cls): return 32 # Vec3 def Init(self, buf, pos): self._tab = flatbuffers.table.Table(buf, pos) # Vec3 def X(self): return self._tab.Get(flatbuffers.number_types.Float32Flags, self._tab.Pos + flatbuffers.number_types.UOffsetTFlags.py_type(0)) # Vec3 def Y(self): return self._tab.Get(flatbuffers.number_types.Float32Flags, self._tab.Pos + flatbuffers.number_types.UOffsetTFlags.py_type(4)) # Vec3 def Z(self): return self._tab.Get(flatbuffers.number_types.Float32Flags, self._tab.Pos + flatbuffers.number_types.UOffsetTFlags.py_type(8)) # Vec3 def Test1(self): return self._tab.Get(flatbuffers.number_types.Float64Flags, self._tab.Pos + flatbuffers.number_types.UOffsetTFlags.py_type(16)) # Vec3 def Test2(self): return self._tab.Get(flatbuffers.number_types.Uint8Flags, self._tab.Pos + flatbuffers.number_types.UOffsetTFlags.py_type(24)) # Vec3 def Test3(self, obj): obj.Init(self._tab.Bytes, self._tab.Pos + 26) return obj def CreateVec3(builder, x, y, z, test1, test2, test3_a, test3_b): builder.Prep(8, 32) builder.Pad(2) builder.Prep(2, 4) builder.Pad(1) builder.PrependInt8(test3_b) builder.PrependInt16(test3_a) builder.Pad(1) builder.PrependUint8(test2) builder.PrependFloat64(test1) builder.Pad(4) builder.PrependFloat32(z) builder.PrependFloat32(y) builder.PrependFloat32(x) return builder.Offset() import MyGame.Example.Test try: from typing import Optional except: pass class Vec3T(object): # Vec3T def __init__(self): self.x = 0.0 # type: float self.y = 0.0 # type: float self.z = 0.0 # type: float self.test1 = 0.0 # type: float self.test2 = 0 # type: int self.test3 = None # type: Optional[MyGame.Example.Test.TestT] @classmethod def InitFromBuf(cls, buf, pos): vec3 = Vec3() vec3.Init(buf, pos) return cls.InitFromObj(vec3) @classmethod def InitFromObj(cls, vec3): x = Vec3T() x._UnPack(vec3) return x # Vec3T def _UnPack(self, vec3): if vec3 is None: return self.x = vec3.X() self.y = vec3.Y() self.z = vec3.Z() self.test1 = vec3.Test1() self.test2 = vec3.Test2() if vec3.Test3(MyGame.Example.Test.Test()) is not None: self.test3 = MyGame.Example.Test.TestT.InitFromObj(vec3.Test3(MyGame.Example.Test.Test())) # Vec3T def Pack(self, builder): return CreateVec3(builder, self.x, self.y, self.z, self.test1, self.test2, self.test3.a, self.test3.b)