This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components should be migrated out over time.
More...
|
void | GetCoarseLocations (out List< Vector3 > coarseLocations, out List< UUID > avatarUUIDs, uint maxLocations) |
|
bool | AddNewSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, Vector3?pos, Quaternion?rot, Vector3 vel) |
| Add a newly created object to the scene. More...
|
|
void | updateScenePartGroup (SceneObjectPart part, SceneObjectGroup grp) |
|
bool | DeleteSceneObject (UUID uuid, bool resultOfObjectLinked) |
| Delete an object from the scene More...
|
|
void | FireAttachToBackup (SceneObjectGroup obj) |
|
void | FireDetachFromBackup (SceneObjectGroup obj) |
|
void | FireChangeBackup (SceneObjectGroup obj) |
|
void | removeUserCount (bool TypeRCTF) |
|
void | RecalculateStats () |
|
int | GetChildAgentCount () |
|
int | GetRootAgentCount () |
|
int | GetTotalObjectsCount () |
|
int | GetTotalPrimObjectsCount () |
|
int | GetTotalMeshObjectsCount () |
|
int | GetActiveObjectsCount () |
|
int | GetActiveScriptsCount () |
|
int | GetScriptLPS () |
|
IClientAPI | GetControllingClient (UUID agentId) |
| Get the controlling client for the given avatar, if there is one. More...
|
|
SceneObjectGroup | GetGroupByPrim (uint localID) |
| Get a scene object group that contains the prim with the given local id More...
|
|
SceneObjectGroup | GetGroupByPrim (UUID fullID) |
| Get a scene object group that contains the prim with the given uuid More...
|
|
void | ForEachAvatar (Action< ScenePresence > action) |
| Performs action on all ROOT (not child) scene presences. This is just a shortcut function since frequently actions only appy to root SPs More...
|
|
void | ForEachScenePresence (Action< ScenePresence > action) |
| Performs action on all scene presences. This can ultimately run the actions in parallel but any delegates passed in will need to implement their own locking on data they reference and modify outside of the scope of the delegate. More...
|
|
void | UpdatePrimGroupPosition (uint localId, Vector3 pos, IClientAPI remoteClient) |
| Update the position of the given group. More...
|
|
void | UpdatePrimGroupPosition (uint localId, Vector3 pos, UUID updatingAgentId) |
| Update the position of the given group. More...
|
|
SceneObjectGroup | DuplicateObject (uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) |
| Duplicate the given object. More...
|
|
|
bool | AddSceneObject (SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) |
| Add an object to the scene. This will both update the scene, and send information about the new object to all clients interested in the scene. More...
|
|
This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components should be migrated out over time.
Definition at line 54 of file SceneGraph.cs.
bool OpenSim.Region.Framework.Scenes.SceneGraph.AddNewSceneObject |
( |
SceneObjectGroup |
sceneObject, |
|
|
bool |
attachToBackup, |
|
|
Vector3? |
pos, |
|
|
Quaternion? |
rot, |
|
|
Vector3 |
vel |
|
) |
| |
|
inline |
Add a newly created object to the scene.
This method does not send updates to the client - callers need to handle this themselves. Caller should also trigger EventManager.TriggerObjectAddedToScene
- Parameters
-
sceneObject | |
attachToBackup | |
pos | Position of the object. If null then the position stored in the object is used. |
rot | Rotation of the object. If null then the rotation stored in the object is used. |
vel | Velocity of the object. This parameter only has an effect if the object is physical |
- Returns
Definition at line 375 of file SceneGraph.cs.
bool OpenSim.Region.Framework.Scenes.SceneGraph.AddSceneObject |
( |
SceneObjectGroup |
sceneObject, |
|
|
bool |
attachToBackup, |
|
|
bool |
sendClientUpdates |
|
) |
| |
|
inlineprotected |
Add an object to the scene. This will both update the scene, and send information about the new object to all clients interested in the scene.
The object's stored position, rotation and velocity are used.
- Parameters
-
sceneObject | |
attachToBackup | If true, the object is made persistent into the scene. If false, the object will not persist over server restarts |
sendClientUpdates | If true, updates for the new scene object are sent to all viewers in range. If false, it is left to the caller to schedule the update |
- Returns
- true if the object was added, false if an object with the same uuid was already in the scene
Definition at line 419 of file SceneGraph.cs.
bool OpenSim.Region.Framework.Scenes.SceneGraph.DeleteSceneObject |
( |
UUID |
uuid, |
|
|
bool |
resultOfObjectLinked |
|
) |
| |
|
inline |
Delete an object from the scene
- Returns
- true if the object was deleted, false if there was no object to delete
Definition at line 518 of file SceneGraph.cs.
SceneObjectGroup OpenSim.Region.Framework.Scenes.SceneGraph.DuplicateObject |
( |
uint |
originalPrimID, |
|
|
Vector3 |
offset, |
|
|
uint |
flags, |
|
|
UUID |
AgentID, |
|
|
UUID |
GroupID, |
|
|
Quaternion |
rot |
|
) |
| |
|
inline |
Duplicate the given object.
- Parameters
-
originalPrim | |
offset | |
flags | |
AgentID | |
GroupID | |
rot | |
- Returns
- null if duplication fails, otherwise the duplicated object
Definition at line 2158 of file SceneGraph.cs.
void OpenSim.Region.Framework.Scenes.SceneGraph.FireAttachToBackup |
( |
SceneObjectGroup |
obj | ) |
|
|
inline |
void OpenSim.Region.Framework.Scenes.SceneGraph.FireChangeBackup |
( |
SceneObjectGroup |
obj | ) |
|
|
inline |
void OpenSim.Region.Framework.Scenes.SceneGraph.FireDetachFromBackup |
( |
SceneObjectGroup |
obj | ) |
|
|
inline |
void OpenSim.Region.Framework.Scenes.SceneGraph.ForEachAvatar |
( |
Action< ScenePresence > |
action | ) |
|
|
inline |
Performs action on all ROOT (not child) scene presences. This is just a shortcut function since frequently actions only appy to root SPs
- Parameters
-
Definition at line 1286 of file SceneGraph.cs.
void OpenSim.Region.Framework.Scenes.SceneGraph.ForEachScenePresence |
( |
Action< ScenePresence > |
action | ) |
|
|
inline |
Performs action on all scene presences. This can ultimately run the actions in parallel but any delegates passed in will need to implement their own locking on data they reference and modify outside of the scope of the delegate.
- Parameters
-
Definition at line 1301 of file SceneGraph.cs.
int OpenSim.Region.Framework.Scenes.SceneGraph.GetActiveObjectsCount |
( |
| ) |
|
|
inline |
int OpenSim.Region.Framework.Scenes.SceneGraph.GetActiveScriptsCount |
( |
| ) |
|
|
inline |
int OpenSim.Region.Framework.Scenes.SceneGraph.GetChildAgentCount |
( |
| ) |
|
|
inline |
void OpenSim.Region.Framework.Scenes.SceneGraph.GetCoarseLocations |
( |
out List< Vector3 > |
coarseLocations, |
|
|
out List< UUID > |
avatarUUIDs, |
|
|
uint |
maxLocations |
|
) |
| |
|
inline |
IClientAPI OpenSim.Region.Framework.Scenes.SceneGraph.GetControllingClient |
( |
UUID |
agentId | ) |
|
|
inline |
Get the controlling client for the given avatar, if there is one.
FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't use the ScenePresence. This could be better solved in a number of ways - we could establish an OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more suitable solution).
- Parameters
-
- Returns
- null if either the avatar wasn't in the scene, or they do not have a controlling client
this used to be protected internal, but that prevents CapabilitiesModule from accessing it
Definition at line 878 of file SceneGraph.cs.
SceneObjectGroup OpenSim.Region.Framework.Scenes.SceneGraph.GetGroupByPrim |
( |
uint |
localID | ) |
|
|
inline |
Get a scene object group that contains the prim with the given local id
- Parameters
-
- Returns
- null if no scene object group containing that prim is found
Definition at line 973 of file SceneGraph.cs.
SceneObjectGroup OpenSim.Region.Framework.Scenes.SceneGraph.GetGroupByPrim |
( |
UUID |
fullID | ) |
|
|
inline |
Get a scene object group that contains the prim with the given uuid
- Parameters
-
- Returns
- null if no scene object group containing that prim is found
Definition at line 1032 of file SceneGraph.cs.
int OpenSim.Region.Framework.Scenes.SceneGraph.GetRootAgentCount |
( |
| ) |
|
|
inline |
int OpenSim.Region.Framework.Scenes.SceneGraph.GetScriptLPS |
( |
| ) |
|
|
inline |
int OpenSim.Region.Framework.Scenes.SceneGraph.GetTotalMeshObjectsCount |
( |
| ) |
|
|
inline |
int OpenSim.Region.Framework.Scenes.SceneGraph.GetTotalObjectsCount |
( |
| ) |
|
|
inline |
int OpenSim.Region.Framework.Scenes.SceneGraph.GetTotalPrimObjectsCount |
( |
| ) |
|
|
inline |
void OpenSim.Region.Framework.Scenes.SceneGraph.RecalculateStats |
( |
| ) |
|
|
inline |
void OpenSim.Region.Framework.Scenes.SceneGraph.removeUserCount |
( |
bool |
TypeRCTF | ) |
|
|
inline |
void OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePrimGroupPosition |
( |
uint |
localId, |
|
|
Vector3 |
pos, |
|
|
IClientAPI |
remoteClient |
|
) |
| |
|
inline |
Update the position of the given group.
- Parameters
-
Definition at line 1550 of file SceneGraph.cs.
void OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePrimGroupPosition |
( |
uint |
localId, |
|
|
Vector3 |
pos, |
|
|
UUID |
updatingAgentId |
|
) |
| |
|
inline |
Update the position of the given group.
- Parameters
-
localId | |
pos | |
updatingAgentId | |
Definition at line 1561 of file SceneGraph.cs.
int OpenSim.Region.Framework.Scenes.SceneGraph.m_activeScripts = 0 |
|
protected |
int OpenSim.Region.Framework.Scenes.SceneGraph.m_numChildAgents = 0 |
|
protected |
int OpenSim.Region.Framework.Scenes.SceneGraph.m_numMesh = 0 |
|
protected |
int OpenSim.Region.Framework.Scenes.SceneGraph.m_numPrim = 0 |
|
protected |
int OpenSim.Region.Framework.Scenes.SceneGraph.m_numRootAgents = 0 |
|
protected |
int OpenSim.Region.Framework.Scenes.SceneGraph.m_numTotalPrim = 0 |
|
protected |
Scene OpenSim.Region.Framework.Scenes.SceneGraph.m_parentScene |
|
protected |
int OpenSim.Region.Framework.Scenes.SceneGraph.m_physicalPrim = 0 |
|
protected |
Dictionary<UUID, ScenePresence> OpenSim.Region.Framework.Scenes.SceneGraph.m_scenePresenceMap = new Dictionary<UUID, ScenePresence>() |
|
protected |
OpenMetaverse.ReaderWriterLockSlim OpenSim.Region.Framework.Scenes.SceneGraph.m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim() |
|
protected |
int OpenSim.Region.Framework.Scenes.SceneGraph.m_scriptLPS = 0 |
|
protected |
PhysicsScene OpenSim.Region.Framework.Scenes.SceneGraph.PhysicsScene |
|
getset |
The documentation for this class was generated from the following file: