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node-insim

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An InSim library for NodeJS with TypeScript support

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.ObjectFlags = exports.ObjectInfo = void 0; var decorators_1 = require("../../decorators"); var base_1 = require("../base"); var ObjectInfo = /** @class */ (function (_super) { __extends(ObjectInfo, _super); function ObjectInfo(data) { var _this = _super.call(this) || this; /** Position (1 metre = 16) */ _this.X = 0; /** Position (1 metre = 16) */ _this.Y = 0; /** * Height (1m = 4) * * About Zbyte, the approximate altitude : * * LFS does contact checks to place objects accurately on the ground. * * For output purposes : Zbyte indicates the approximate altitude with a value * from 0 to 240 (60 metres). * * For input purposes : The ground check is performed with a test ray starting * from 2 metres above Zbyte. Using a value lower than 240 allows objects to * be placed on the road below a bridge, for example. If you are creating * objects from scratch and you are not sure of the approximate altitude, you * can set Zbyte to its maximum value (240). This will place the object on * the first physical surface detected below that point. */ _this.Zbyte = 0; /** Flags - see NOTE1 at {@link https://www.lfs.net/programmer/lyt} */ _this.Flags = 0; /** * Object index * * The first valid object index is 4 (AXO_CHALK_LINE). * The gaps are to allow for future objects. * Valid object indices are all less than 192. */ _this.Index = 0; /** * Heading represents 360 degrees in 256 values. * * Heading = (heading_in_degrees + 180) * 256 / 360 * * - 128 : heading of zero * - 192 : heading of 90 degrees * - 0 : heading of 180 degrees * - 64 : heading of -90 degrees */ _this.Heading = 0; _this.initialize(data); return _this; } __decorate([ (0, decorators_1.short)() ], ObjectInfo.prototype, "X", void 0); __decorate([ (0, decorators_1.short)() ], ObjectInfo.prototype, "Y", void 0); __decorate([ (0, decorators_1.byte)() ], ObjectInfo.prototype, "Zbyte", void 0); __decorate([ (0, decorators_1.byte)() ], ObjectInfo.prototype, "Flags", void 0); __decorate([ (0, decorators_1.byte)() ], ObjectInfo.prototype, "Index", void 0); __decorate([ (0, decorators_1.byte)() ], ObjectInfo.prototype, "Heading", void 0); return ObjectInfo; }(base_1.SendableStruct)); exports.ObjectInfo = ObjectInfo; var ObjectFlags; (function (ObjectFlags) { /** * Floating object - remains at altitude specified by Zbyte. * * For all objects except the concrete objects {@link AXO_CONCRETE_SLAB} etc. */ ObjectFlags[ObjectFlags["FLOATING"] = 128] = "FLOATING"; })(ObjectFlags || (exports.ObjectFlags = ObjectFlags = {}));