public static Offset <DesiredPhysics> CreateDesiredPhysics(FlatBufferBuilder builder, Offset <Vector3Partial> locationOffset = default(Offset <Vector3Partial>), Offset <RotatorPartial> rotationOffset = default(Offset <RotatorPartial>), Offset <Vector3Partial> velocityOffset = default(Offset <Vector3Partial>), Offset <Vector3Partial> angularVelocityOffset = default(Offset <Vector3Partial>)) { builder.StartObject(4); DesiredPhysics.AddAngularVelocity(builder, angularVelocityOffset); DesiredPhysics.AddVelocity(builder, velocityOffset); DesiredPhysics.AddRotation(builder, rotationOffset); DesiredPhysics.AddLocation(builder, locationOffset); return(DesiredPhysics.EndDesiredPhysics(builder)); }
public static DesiredPhysics GetRootAsDesiredPhysics(ByteBuffer _bb, DesiredPhysics obj) { return(obj.__assign(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }