Files
node-metaverse/lib/classes/Color4.ts
Casper Warden da4cd459f1 - 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

67 lines
2.0 KiB
TypeScript

import {XMLElementOrXMLNode} from 'xmlbuilder';
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: XMLElementOrXMLNode, c?: Color4)
{
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);
}
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;
}
}
if (Array.isArray(red))
{
this.green = red[1];
this.blue = red[2];
this.alpha = red[3];
this.red = red[0];
}
}
}