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node-metaverse/lib/classes/public/interfaces/SkyPreset.ts

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import { Vector4 } from '../../Vector4';
import { Color4 } from '../../Color4';
import { Vector2 } from '../../Vector2';
- 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
export interface SkyPreset
{
ambient: Vector4,
blueDensity: Vector4,
blueHorizon: Vector4,
cloudColor: Color4,
cloudPosDensity1: Vector4,
cloudPosDensity2: Vector4,
cloudScale: Vector4,
cloudScrollRate: Vector2,
cloudShadow: Vector4,
densityMultiplier: Vector4,
distanceMultiplier: Vector4,
eastAngle: number,
enableCloudScroll: {
x: boolean,
y: boolean
},
gamma: Vector4,
glow: Vector4,
hazeDensity: Vector4,
hazeHorizon: Vector4,
lightNormal: Vector4,
maxY: Vector4,
starBrightness: number,
sunAngle: number,
sunlightColor: Color4
}