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node-metaverse/lib/classes/public/RegionEnvironment.ts

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import { UUID } from '../UUID';
import { Vector4 } from '../Vector4';
import { Color4 } from '../Color4';
import { Vector2 } from '../Vector2';
import { SkyPreset } from './interfaces/SkyPreset';
import { WaterPreset } from './interfaces/WaterPreset';
import { XMLNode } from 'xmlbuilder';
- 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
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export class RegionEnvironment
{
regionID: UUID;
dayCycleKeyframes: {
time: number,
preset: string
}[];
skyPresets: {
[key: string]: SkyPreset
} = {};
water: WaterPreset;
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getXML(xml: XMLNode)
- 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
{
const env = xml.ele('Environment');
const dayCycle = env.ele('DayCycle');
for (const keyFrame of this.dayCycleKeyframes)
{
const kf = dayCycle.ele('KeyFrame');
kf.ele('Time', keyFrame.time);
kf.ele('Preset', keyFrame.preset);
}
const skyPresets = env.ele('SkyPresets');
for (const presetKey of Object.keys(this.skyPresets))
{
const preset = this.skyPresets[presetKey];
const pre = skyPresets.ele('Preset');
pre.att('name', presetKey);
Vector4.getXML(pre.ele('Ambient'), preset.ambient);
Vector4.getXML(pre.ele('BlueDensity'), preset.blueDensity);
Vector4.getXML(pre.ele('BlueHorizon'), preset.blueHorizon);
Color4.getXML(pre.ele('CloudColor'), preset.cloudColor);
Vector4.getXML(pre.ele('CloudPosDensity1'), preset.cloudPosDensity1);
Vector4.getXML(pre.ele('CloudPosDensity2'), preset.cloudPosDensity2);
Vector4.getXML(pre.ele('CloudScale'), preset.cloudScale);
Vector2.getXML(pre.ele('CloudScrollRate'), preset.cloudScrollRate);
Vector4.getXML(pre.ele('CloudShadow'), preset.cloudScale);
Vector4.getXML(pre.ele('DensityMultiplier'), preset.cloudScale);
Vector4.getXML(pre.ele('DistanceMultiplier'), preset.cloudScale);
pre.ele('EastAngle', preset.eastAngle);
const cloudScroll = pre.ele('EnableCloudScroll');
cloudScroll.ele('X', preset.enableCloudScroll.x);
cloudScroll.ele('Y', preset.enableCloudScroll.y);
Vector4.getXML(pre.ele('Gamma'), preset.gamma);
Vector4.getXML(pre.ele('Glow'), preset.glow);
Vector4.getXML(pre.ele('HazeDensity'), preset.hazeDensity);
Vector4.getXML(pre.ele('HazeHorizon'), preset.hazeHorizon);
Vector4.getXML(pre.ele('LightNormal'), preset.lightNormal);
Vector4.getXML(pre.ele('MaxY'), preset.maxY);
pre.ele('StarBrightness', preset.starBrightness);
pre.ele('SunAngle', preset.sunAngle);
Color4.getXML(pre.ele('SunLightColor'), preset.sunlightColor);
}
const water = env.ele('Water');
water.ele('BlurMultiplier', this.water.blurMultiplier);
water.ele('FresnelOffset', this.water.fresnelOffset);
water.ele('FresnelScale', this.water.fresnelScale);
UUID.getXML(water.ele('NormalMap'), this.water.normalMap);
water.ele('ScaleAbove', this.water.scaleAbove);
water.ele('ScaleBelow', this.water.scaleBelow);
water.ele('UnderWaterFogMod', this.water.underWaterFogMod);
Color4.getXML(water.ele('WaterFogColor'), this.water.waterFogColor);
water.ele('WaterFogDensity', this.water.waterFogDensity);
Vector2.getXML(water.ele('Wave1Dir'), this.water.wave1Dir);
Vector2.getXML(water.ele('Wave2Dir'), this.water.wave2Dir);
}
}