- Implement camera controls
- Option to resolve object properties when fetching from object store (names, descriptions etc). Can be more efficient - TODO: use FamilyProperties for child prims. - Refactored objectstore to reduce code duplication
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37
dist/classes/ObjectStoreFull.d.ts
vendored
37
dist/classes/ObjectStoreFull.d.ts
vendored
@@ -1,34 +1,19 @@
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/// <reference types="node" />
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import { Circuit } from './Circuit';
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import { ObjectUpdateMessage } from './messages/ObjectUpdate';
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import { ObjectUpdateCachedMessage } from './messages/ObjectUpdateCached';
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import { ObjectUpdateCompressedMessage } from './messages/ObjectUpdateCompressed';
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import { ImprovedTerseObjectUpdateMessage } from './messages/ImprovedTerseObjectUpdate';
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import { Agent } from './Agent';
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import { UUID } from './UUID';
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import { NameValue } from './NameValue';
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import { ClientEvents } from './ClientEvents';
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import { IObjectStore } from './interfaces/IObjectStore';
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import { GameObjectFull } from './GameObjectFull';
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import { IGameObject } from './interfaces/IGameObject';
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import { BotOptionFlags } from '..';
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import { RBush3D } from 'rbush-3d/dist';
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export declare class ObjectStoreFull implements IObjectStore {
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private circuit;
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private agent;
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private objects;
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private objectsByUUID;
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private objectsByParent;
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private clientEvents;
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private options;
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rtree: RBush3D;
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import { ObjectStoreLite } from './ObjectStoreLite';
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export declare class ObjectStoreFull extends ObjectStoreLite implements IObjectStore {
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rtree?: RBush3D;
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constructor(circuit: Circuit, agent: Agent, clientEvents: ClientEvents, options: BotOptionFlags);
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insertIntoRtree(obj: GameObjectFull): void;
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deleteObject(objectID: number): void;
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readExtraParams(buf: Buffer, pos: number, o: GameObjectFull): number;
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getObjectsByParent(parentID: number): IGameObject[];
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getObjectByUUID(fullID: UUID | string): IGameObject;
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getObjectByLocalID(localID: number): IGameObject;
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parseNameValues(str: string): {
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[key: string]: NameValue;
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};
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shutdown(): void;
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private findParent;
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getObjectsInArea(minX: number, maxX: number, minY: number, maxY: number, minZ: number, maxZ: number): GameObjectFull[];
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protected objectUpdate(objectUpdate: ObjectUpdateMessage): void;
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protected objectUpdateCached(objectUpdateCached: ObjectUpdateCachedMessage): void;
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protected objectUpdateCompressed(objectUpdateCompressed: ObjectUpdateCompressedMessage): void;
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protected objectUpdateTerse(objectUpdateTerse: ImprovedTerseObjectUpdateMessage): void;
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}
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