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node-metaverse/lib/classes/BitPack.ts

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- 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 BitPack
{
static MAX_BITS = 8;
static ON = [1];
static OFF = [0];
private bitPos = 0;
constructor(private Data: Buffer, private bytePos: number)
{
}
get BytePos(): number
{
if (this.bytePos !== 0 && this.bitPos === 0)
{
return this.bytePos - 1;
}
else
{
return this.bytePos;
}
}
get BitPos(): number
{
return this.bitPos;
}
UnpackFloat(): number
{
const output = this.UnpackBitsBuffer(32);
return output.readFloatLE(0);
}
UnpackBits(count: number): number
{
const output = this.UnpackBitsBuffer(count);
return output.readInt32LE(0);
}
UnpackUBits(count: number)
{
const output = this.UnpackBitsBuffer(count);
return output.readUInt32LE(0);
}
UnpsckShort(): number
{
return this.UnpackBits(16);
}
UnpackUShort(): number
{
return this.UnpackUBits(16);
}
UnpackInt(): number
{
return this.UnpackBits(32);
}
UnpackUInt(): number
{
return this.UnpackUBits(32);
}
UnpackByte(): number
{
const output = this.UnpackBitsBuffer(8);
return output[0];
}
UnpackFixed(signed: boolean, intBits: number, fracBits: number): number
{
let maxVal;
let totalBits = intBits + fracBits;
if (signed)
{
totalBits++;
}
maxVal = 1 << intBits;
let fixedVal = 0;
if (totalBits <= 8)
{
fixedVal = this.UnpackByte();
}
else if (totalBits <= 16)
{
fixedVal = this.UnpackUBits(16);
}
else if (totalBits <= 31)
{
fixedVal = this.UnpackUBits(32);
}
else
{
return 0.0;
}
fixedVal /= (1 << fracBits);
if (signed)
{
fixedVal -= maxVal;
}
return fixedVal;
}
UnpackBitsBuffer(totalCount: number): Buffer
{
const newBuf = Buffer.alloc(4, 0);
let count = 0;
let curBytePos = 0;
let curBitPos = 0;
while (totalCount > 0)
{
if (totalCount > BitPack.MAX_BITS)
{
count = BitPack.MAX_BITS;
totalCount -= BitPack.MAX_BITS;
}
else
{
count = totalCount;
totalCount = 0;
}
while (count > 0)
{
newBuf[curBytePos] <<= 1;
if ((this.Data[this.bytePos] & (0x80 >> this.bitPos++)) !== 0)
{
++newBuf[curBytePos];
}
--count;
++curBitPos;
if (this.bitPos >= BitPack.MAX_BITS)
{
this.bitPos = 0;
++this.bytePos;
}
if (curBitPos >= BitPack.MAX_BITS)
{
curBitPos = 0;
++curBytePos;
}
}
}
return newBuf;
}
}