Files
node-metaverse/lib/classes/public/FlexibleData.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

24 lines
724 B
TypeScript

import {Vector3} from '../Vector3';
export class FlexibleData
{
Softness = 0;
Tension = 0.0;
Drag = 0.0;
Gravity = 0.0;
Wind = 0.0;
Force = Vector3.getZero();
constructor(buf: Buffer, pos: number, length: number)
{
if (length >= 5)
{
this.Softness = ((buf.readUInt8(pos) & 0x80) >> 6) | ((buf.readUInt8(pos + 1) & 0x80) >> 7);
this.Tension = (buf.readUInt8(pos++) & 0x7F) / 10.0;
this.Drag = (buf.readUInt8(pos++) & 0x7F) / 10.0;
this.Gravity = (buf.readUInt8(pos++) / 10.0) - 10.0;
this.Wind = (buf.readUInt8(pos++) / 10.0);
this.Force = new Vector3(buf, pos);
}
}
}