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node-metaverse/lib/classes/Color4.ts

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import { Utils } from './Utils';
import { XMLNode } from 'xmlbuilder';
- 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 Color4
{
static black: Color4 = new Color4(0.0, 0.0, 0.0, 1.0);
static white: Color4 = new Color4(1.0, 1.0, 1.0, 1.0);
static getXML(doc: XMLNode, c?: Color4): void
- 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
{
if (c === undefined)
{
c = Color4.white;
}
doc.ele('R', c.red);
doc.ele('G', c.green);
doc.ele('B', c.blue);
doc.ele('A', c.alpha);
}
static fromXMLJS(obj: any, param: string): Color4 | false
{
if (!obj[param])
{
return false;
}
let value = obj[param];
if (Array.isArray(value) && value.length > 0)
{
value = value[0];
}
if (typeof value === 'object')
{
if (value['R'] !== undefined && value['G'] !== undefined && value['B'] !== undefined && value['A'] !== undefined)
{
let red = value['R'];
let green = value['G'];
let blue = value['B'];
let alpha = value['A'];
if (Array.isArray(red) && red.length > 0)
{
red = red[0];
}
if (Array.isArray(green) && green.length > 0)
{
green = green[0];
}
if (Array.isArray(blue) && blue.length > 0)
{
blue = blue[0];
}
if (Array.isArray(alpha) && alpha.length > 0)
{
alpha = alpha[0];
}
return new Color4(red, green, blue, alpha);
}
return false;
}
return false;
}
- 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
constructor(public red: number | Buffer | number[], public green: number = 0, public blue: number | boolean = 0, public alpha: number | boolean = 0)
{
if (red instanceof Buffer && typeof blue === 'boolean')
{
const buf = red;
const pos = green;
const inverted = blue;
let alphaInverted = false;
if (typeof alpha === 'boolean' && alpha === true)
{
alphaInverted = true;
}
this.red = 0.0;
this.green = 0.0;
this.blue = 0.0;
this.alpha = 0.0;
const quanta: number = 1.0 / 255.0;
if (inverted)
{
this.red = (255 - buf[pos]) * quanta;
this.green = (255 - buf[pos + 1]) * quanta;
this.blue = (255 - buf[pos + 2]) * quanta;
this.alpha = (255 - buf[pos + 3]) * quanta;
}
else
{
this.red = buf[pos] * quanta;
this.green = buf[pos + 1] * quanta;
this.blue = buf[pos + 2] * quanta;
this.alpha = buf[pos + 3] * quanta;
}
if (alphaInverted)
{
this.alpha = 1.0 - this.alpha;
}
}
- 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
if (Array.isArray(red))
{
this.green = red[1];
this.blue = red[2];
this.alpha = red[3];
this.red = red[0];
}
}
getRed(): number
{
if (typeof this.red === 'number')
{
return this.red;
}
return 0;
}
getGreen(): number
{
if (typeof this.green === 'number')
{
return this.green;
}
return 0;
}
getBlue(): number
{
if (typeof this.blue === 'number')
{
return this.blue;
}
return 0;
}
getAlpha(): number
{
if (typeof this.alpha === 'number')
{
return this.alpha;
}
return 0;
}
writeToBuffer(buf: Buffer, pos: number, inverted: boolean = false): void
{
buf.writeUInt8(Utils.FloatToByte(this.getRed(), 0, 1.0), pos);
buf.writeUInt8(Utils.FloatToByte(this.getGreen(), 0, 1.0), pos + 1);
buf.writeUInt8(Utils.FloatToByte(this.getBlue(), 0, 1.0), pos + 2);
buf.writeUInt8(Utils.FloatToByte(this.getAlpha(), 0, 1.0), pos + 3);
if (inverted)
{
buf[pos] = (255 - buf[pos]);
buf[pos + 1] = (255 - buf[pos + 1]);
buf[pos + 2] = (255 - buf[pos + 2]);
buf[pos + 3] = (255 - buf[pos + 3]);
}
}
getBuffer(inverted: boolean = false): Buffer
{
const buf = Buffer.allocUnsafe(4);
this.writeToBuffer(buf, 0, inverted);
return buf;
}
equals(other: Color4): boolean
{
return (this.red === other.red && this.green === other.green && this.blue === other.blue && this.alpha === other.alpha);
}
}