- 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
86 lines
2.2 KiB
TypeScript
86 lines
2.2 KiB
TypeScript
import {vec3} from '../tsm/vec3';
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import {XMLElementOrXMLNode} from 'xmlbuilder';
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export class Vector3 extends vec3
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{
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static getZero(): Vector3
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{
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return new Vector3();
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}
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static getXML(doc: XMLElementOrXMLNode, v?: Vector3)
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{
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if (v === undefined)
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{
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v = Vector3.getZero();
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}
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doc.ele('X', v.x);
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doc.ele('Y', v.y);
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doc.ele('Z', v.z);
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}
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constructor(buf?: Buffer | number[] | Vector3, pos?: number, double?: boolean)
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{
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if (buf instanceof Vector3)
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{
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super();
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this.x = buf.x;
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this.y = buf.y;
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this.z = buf.z;
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}
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else
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{
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if (double === undefined)
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{
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double = false;
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}
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if (buf !== undefined && pos !== undefined && buf instanceof Buffer)
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{
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if (!double)
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{
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const x = buf.readFloatLE(pos);
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const y = buf.readFloatLE(pos + 4);
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const z = buf.readFloatLE(pos + 8);
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super([x, y, z]);
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}
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else
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{
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const x = buf.readDoubleLE(pos);
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const y = buf.readDoubleLE(pos + 8);
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const z = buf.readDoubleLE(pos + 16);
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super([x, y, z]);
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}
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}
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else if (buf !== undefined && Array.isArray(buf))
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{
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super(buf);
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}
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else
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{
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super();
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}
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}
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}
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writeToBuffer(buf: Buffer, pos: number, double: boolean)
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{
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if (double)
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{
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buf.writeDoubleLE(this.x, pos);
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buf.writeDoubleLE(this.y, pos + 8);
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buf.writeDoubleLE(this.z, pos + 16);
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}
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else
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{
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buf.writeFloatLE(this.x, pos);
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buf.writeFloatLE(this.y, pos + 4);
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buf.writeFloatLE(this.z, pos + 8);
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}
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}
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toString(): string
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{
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return '<' + this.x + ', ' + this.y + ', ' + this.z + '>';
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}
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}
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