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node-metaverse/lib/classes/Quaternion.ts

146 lines
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import { quat } from '../tsm/quat';
import { XMLNode } from 'xmlbuilder';
export class Quaternion extends quat
{
static getIdentity(): Quaternion
{
const q = new Quaternion();
q.setIdentity();
return q;
}
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static getXML(doc: XMLNode, v?: Quaternion)
{
- 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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if (v === undefined)
{
- 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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v = Quaternion.getIdentity();
}
- 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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doc.ele('X', v.x);
doc.ele('Y', v.y);
doc.ele('Z', v.z);
doc.ele('W', v.w);
}
static fromXMLJS(obj: any, param: string): Quaternion | 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['X'] !== undefined && value['Y'] !== undefined && value['Z'] !== undefined && value['W'] !== undefined)
{
let x = value['X'];
let y = value['Y'];
let z = value['Z'];
let w = value['W'];
if (Array.isArray(x) && x.length > 0)
{
x = x[0];
}
if (Array.isArray(y) && y.length > 0)
{
y = y[0];
}
if (Array.isArray(z) && z.length > 0)
{
z = z[0];
}
if (Array.isArray(w) && w.length > 0)
{
w = w[0];
}
return new Quaternion([x, y, z, w]);
}
return false;
}
return false;
}
constructor(buf?: Buffer | number[] | Quaternion | quat, pos?: number)
- 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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{
if (buf instanceof quat)
{
super();
this.x = buf.x;
this.y = buf.y;
this.z = buf.z;
this.w = buf.w;
}
else if (buf instanceof Quaternion)
{
- 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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super();
this.x = buf.x;
this.y = buf.y;
this.z = buf.z;
this.w = buf.w;
}
else
{
- 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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if (buf !== undefined && pos !== undefined && buf instanceof Buffer)
{
const x = buf.readFloatLE(pos);
const y = buf.readFloatLE(pos + 4);
const z = buf.readFloatLE(pos + 8);
const xyzsum = 1.0 - x * x - y * y - z * z;
const w = (xyzsum > 0.0) ? Math.sqrt(xyzsum) : 0;
super([x, y, z, w]);
}
else if (buf !== undefined && Array.isArray(buf))
{
super(buf);
}
else
{
super();
}
}
}
writeToBuffer(buf: Buffer, pos: number)
{
const q: quat = this.normalize();
buf.writeFloatLE(q.x, pos);
buf.writeFloatLE(q.y, pos + 4);
buf.writeFloatLE(q.z, pos + 8);
}
toString(): string
{
return '<' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + '>';
}
getBuffer(): Buffer
{
const j = Buffer.allocUnsafe(12);
this.writeToBuffer(j, 0);
return j;
}
compareApprox(rot: Quaternion): boolean
{
return this.angleBetween(rot) < 0.0001 || rot.equals(this, 0.0001);
}
angleBetween(b: Quaternion): number
{
const a = this;
const aa = (a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w);
const bb = (b.x * b.x + b.y * b.y + b.z * b.z + b.w * b.w);
const aa_bb = aa * bb;
if (aa_bb === 0)
{
return 0.0;
}
const ab = (a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w);
const quotient = (ab * ab) / aa_bb;
if (quotient >= 1.0)
{
return 0.0;
}
return Math.acos(2 * quotient - 1);
}
}