//////////////////////////////////////////////////////////////////////////// // Sky + lighting //////////////////////////////////////////////////////////////////////////// // Set skyset function setSkySet(set) { g_Environment.SkySet = set; } // Set sun colour RGB function setSunColour(r, g, b) { g_Environment.SunColour = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set sun elevation function setSunElevation(e) { g_Environment.SunElevation = e; } // Set sun rotation function setSunRotation(r) { g_Environment.SunRotation = r; } // Set terrain ambient colour RGB (0-1) function setTerrainAmbientColour(r, g, b) { g_Environment.TerrainAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set terrain ambient colour RGB (0-1) function setUnitsAmbientColour(r, g, b) { g_Environment.UnitsAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0}; } //////////////////////////////////////////////////////////////////////////// // Water //////////////////////////////////////////////////////////////////////////// // Set water colour RGB (0,1) function setWaterColour(r, g, b) { g_Environment.Water.WaterBody.Colour = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set water height function setWaterHeight(h) { g_Environment.Water.WaterBody.Height = h; } // Set water shininess function setWaterShininess(s) { g_Environment.Water.WaterBody.Shininess = s; } // Set water waviness function setWaterWaviness(w) { g_Environment.Water.WaterBody.Waviness = w; } // Set water murkiness function setWaterMurkiness(m) { g_Environment.Water.WaterBody.Murkiness = m; } // Set water tint RGB (0,1) function setWaterTint(r, g, b) { g_Environment.Water.WaterBody.Tint = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set water reflection tint RGB (0,1) function setWaterReflectionTint(r, g, b) { g_Environment.Water.WaterBody.WaterReflectionTint = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set water reflection tint strength (0,1) function setWaterReflectionTintStrength(s) { g_Environment.Water.WaterBody.WaterReflectionTintStrength = s; }