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

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TypeScript

import {Vector4} from '../../Vector4';
import {Color4} from '../../Color4';
import {Vector2} from '../../Vector2';
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
}