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node-metaverse/lib/classes/public/LightImageData.ts

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import { UUID } from '../UUID';
import { Vector3 } from '../Vector3';
- Add "GET" method to Caps - New events: ObjectPhysicsDataEvent, ParcelPropertiesEvent, NewObjectEvent, ObjectUpdateEvent, ObjectKilledEvent - Added getXML function to Color4, Vector2, Vector3, Vector4, GameObject, Region, Quaternion, UUID for opensim-compatible XML export - Added TextureAnim and ParticleSystem decoding to the "full" ObjectStore - Object store will automatically request missing "parent" prims - "setPersist" - When persist is TRUE, the ObjectStore will not forget about "killed" prims - useful for region scanning - Support for Flexible params, Light params, LightImage params, Mesh data, Sculpt maps - Fixed object scale being incorrectly calculated - Add terrain decoding (this was a ballache) - Add parcel map decoding - Add support for region windlight settings (region.environment) - Add support for materials (normal / specular maps) - Add getBuffer, getLong and bitwiseOr to UUID - Added a circular-reference-safe JSONStringify to Utils - Add XferFile capability to Circuit PUBLIC API: AssetCommands: - Rework "downloadAsset" to detect failures - NEW: downloadInventoryAsset() - uses TransferRequest for prim inventory items - NEW: getMaterials() - resolves material UUIDs RegionCommands: - NEW: getTerrainTextures() - NEW: exportSettings() - OpenSim XML export of region settings - NEW: async getTerrain() - Get binary terrain heightmap, 256x256 float32 - resolveObjects() - now fetches task inventory contents too. - resolveObjects() - fix calculation of land impact - NEW: getObjectByLocalID(localID: number, timeout: number) - NEW: getObjectByUUID(uuid: UUID, timeout: number) - NEW: getParcels(); - NEW: pruneObjects - removes missing GameObjects from a list - NEW: setPersist - prevent objectstore from forgetting about killed gameobjects
2018-10-31 11:28:24 +00:00
export class LightImageData
{
texture: UUID = UUID.zero();
params: Vector3 = Vector3.getZero();
constructor(buf: Buffer, pos: number, length: number)
{
if (length >= 28)
{
this.texture = new UUID(buf, pos);
pos += 16;
this.params = new Vector3(buf, pos);
}
}
writeToBuffer(buf: Buffer, pos: number): void
{
this.texture.writeToBuffer(buf, pos); pos = pos + 16;
this.params.writeToBuffer(buf, pos, false);
}
getBuffer(): Buffer
{
const buf = Buffer.allocUnsafe(28);
this.writeToBuffer(buf, 0);
return buf;
}
}