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node-metaverse/lib/classes/InventoryItem.ts

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import { UUID } from './UUID';
import { InventoryType } from '../enums/InventoryType';
import { PermissionMask } from '../enums/PermissionMask';
import { InventoryItemFlags } from '../enums/InventoryItemFlags';
import { AssetType } from '../enums/AssetType';
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export class InventoryItem
{
assetID: UUID = UUID.zero();
inventoryType: InventoryType;
name: string;
salePrice: number;
saleType: number;
created: Date;
parentID: UUID;
flags: InventoryItemFlags;
itemID: UUID;
oldItemID?: UUID;
parentPartID?: UUID;
permsGranter?: UUID;
description: string;
type: AssetType;
permissions: {
baseMask: PermissionMask;
groupMask: PermissionMask;
nextOwnerMask: PermissionMask;
ownerMask: PermissionMask;
everyoneMask: PermissionMask;
lastOwner: UUID;
owner: UUID;
creator: UUID;
group: UUID;
- 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
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groupOwned?: boolean
} = {
baseMask: 0,
groupMask: 0,
nextOwnerMask: 0,
ownerMask: 0,
everyoneMask: 0,
lastOwner: UUID.zero(),
owner: UUID.zero(),
creator: UUID.zero(),
group: UUID.zero(),
groupOwned: false
};
getCRC(): number
{
let crc = 0;
crc = crc + this.itemID.CRC() >>> 0;
crc = crc + this.parentID.CRC() >>> 0;
crc = crc + this.permissions.creator.CRC() >>> 0;
crc = crc + this.permissions.owner.CRC() >>> 0;
crc = crc + this.permissions.group.CRC() >>> 0;
crc = crc + this.permissions.baseMask >>> 0;
crc = crc + this.permissions.ownerMask >>> 0;
crc = crc + this.permissions.everyoneMask >>> 0;
crc = crc + this.permissions.groupMask >>> 0;
crc = crc + this.assetID.CRC() >>> 0;
crc = crc + this.type >>> 0;
crc = crc + this.inventoryType >>> 0;
crc = crc + this.flags >>> 0;
crc = crc + this.salePrice >>> 0;
crc = crc + (this.saleType * 0x07073096 >>> 0) >>> 0;
crc = crc + Math.round(this.created.getTime() / 1000) >>> 0;
return crc;
}
}