public Offset <DesiredPhysics> ToFlatBuffer(FlatBufferBuilder builder) { int locationOffset = Location == null ? -1 : Location.ToFlatBuffer(builder).Value; int velocityOffset = Velocity == null ? -1 : Velocity.ToFlatBuffer(builder).Value; int rotationOffset = Rotation == null ? -1 : Rotation.ToFlatBuffer(builder).Value; int angularVelocityOffset = AngularVelocity == null ? -1 : AngularVelocity.ToFlatBuffer(builder).Value; DesiredPhysics.StartDesiredPhysics(builder); if (Location != null) { DesiredPhysics.AddLocation(builder, new Offset <Vector3Partial>(locationOffset)); } if (Velocity != null) { DesiredPhysics.AddVelocity(builder, new Offset <Vector3Partial>(velocityOffset)); } if (Rotation != null) { DesiredPhysics.AddRotation(builder, new Offset <RotatorPartial>(rotationOffset)); } if (AngularVelocity != null) { DesiredPhysics.AddAngularVelocity(builder, new Offset <Vector3Partial>(angularVelocityOffset)); } return(DesiredPhysics.EndDesiredPhysics(builder)); }
public static Offset <DesiredPhysics> ToFlatBuffer(this ObjectPhysics physics, FlatBufferBuilder builder) { DesiredPhysics.StartDesiredPhysics(builder); DesiredPhysics.AddLocation(builder, physics.Location.ToFlatBufferPartial(builder)); DesiredPhysics.AddVelocity(builder, physics.Velocity.ToFlatBufferPartial(builder)); DesiredPhysics.AddRotation(builder, physics.Rotation.ToFlatBuffer(builder)); DesiredPhysics.AddAngularVelocity(builder, physics.AngularVelocity.ToFlatBufferPartial(builder)); return(DesiredPhysics.EndDesiredPhysics(builder)); }