- 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
154 lines
3.3 KiB
TypeScript
154 lines
3.3 KiB
TypeScript
export class BitPack
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{
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static MAX_BITS = 8;
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static ON = [1];
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static OFF = [0];
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private bitPos = 0;
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constructor(private Data: Buffer, private bytePos: number)
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{
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}
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get BytePos(): number
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{
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if (this.bytePos !== 0 && this.bitPos === 0)
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{
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return this.bytePos - 1;
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}
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else
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{
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return this.bytePos;
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}
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}
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get BitPos(): number
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{
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return this.bitPos;
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}
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UnpackFloat(): number
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{
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const output = this.UnpackBitsBuffer(32);
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return output.readFloatLE(0);
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}
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UnpackBits(count: number): number
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{
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const output = this.UnpackBitsBuffer(count);
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return output.readInt32LE(0);
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}
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UnpackUBits(count: number)
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{
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const output = this.UnpackBitsBuffer(count);
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return output.readUInt32LE(0);
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}
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UnpsckShort(): number
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{
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return this.UnpackBits(16);
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}
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UnpackUShort(): number
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{
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return this.UnpackUBits(16);
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}
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UnpackInt(): number
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{
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return this.UnpackBits(32);
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}
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UnpackUInt(): number
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{
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return this.UnpackUBits(32);
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}
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UnpackByte(): number
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{
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const output = this.UnpackBitsBuffer(8);
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return output[0];
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}
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UnpackFixed(signed: boolean, intBits: number, fracBits: number): number
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{
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let maxVal;
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let totalBits = intBits + fracBits;
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if (signed)
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{
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totalBits++;
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}
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maxVal = 1 << intBits;
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let fixedVal = 0;
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if (totalBits <= 8)
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{
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fixedVal = this.UnpackByte();
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}
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else if (totalBits <= 16)
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{
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fixedVal = this.UnpackUBits(16);
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}
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else if (totalBits <= 31)
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{
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fixedVal = this.UnpackUBits(32);
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}
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else
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{
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return 0.0;
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}
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fixedVal /= (1 << fracBits);
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if (signed)
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{
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fixedVal -= maxVal;
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}
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return fixedVal;
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}
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UnpackBitsBuffer(totalCount: number): Buffer
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{
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const newBuf = Buffer.alloc(4, 0);
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let count = 0;
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let curBytePos = 0;
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let curBitPos = 0;
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while (totalCount > 0)
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{
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if (totalCount > BitPack.MAX_BITS)
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{
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count = BitPack.MAX_BITS;
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totalCount -= BitPack.MAX_BITS;
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}
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else
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{
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count = totalCount;
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totalCount = 0;
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}
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while (count > 0)
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{
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newBuf[curBytePos] <<= 1;
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if ((this.Data[this.bytePos] & (0x80 >> this.bitPos++)) !== 0)
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{
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++newBuf[curBytePos];
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}
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--count;
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++curBitPos;
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if (this.bitPos >= BitPack.MAX_BITS)
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{
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this.bitPos = 0;
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++this.bytePos;
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}
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if (curBitPos >= BitPack.MAX_BITS)
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{
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curBitPos = 0;
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++curBytePos;
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}
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}
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}
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return newBuf;
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}
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}
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