- 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
31 lines
785 B
TypeScript
31 lines
785 B
TypeScript
import {Color4} from '../Color4';
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import {Utils} from '../Utils';
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export class LightData
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{
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Color: Color4 = Color4.black;
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Radius = 0.0;
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Cutoff = 0.0;
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Falloff = 0.0;
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Intensity = 0.0;
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constructor(buf: Buffer, pos: number, length: number)
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{
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if (length >= 16)
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{
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this.Color = new Color4(buf, pos, false);
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pos += 4;
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this.Radius = buf.readFloatLE(pos);
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pos += 4;
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this.Cutoff = buf.readFloatLE(pos);
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pos += 4;
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this.Falloff = buf.readFloatLE(pos);
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if (typeof this.Color.alpha === 'number')
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{
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this.Intensity = this.Color.alpha;
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}
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this.Color.alpha = 1.0;
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}
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}
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}
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