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

31 lines
785 B
TypeScript

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