OpenSim
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Public Member Functions | |
SceneObjectPart () | |
No arg constructor called by region restore db code More... | |
SceneObjectPart (UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, Quaternion rotationOffset, Vector3 offsetPosition) | |
Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup More... | |
void | setGroupPosition (Vector3 pos) |
void | setOffsetPosition (Vector3 pos) |
void | setRotationOffset (Quaternion q) |
void | UpdateAngularVelocity (Vector3 avel) |
Update angular velocity and schedule terse update. More... | |
byte | DefaultPhysicsShapeType () |
void | ClearUpdateSchedule () |
Clear all pending updates of parts to clients More... | |
void | SendPropertiesToClient (IClientAPI client) |
Send this part's properties (name, description, inventory serial, base mask, etc.) to a client More... | |
void | ResetExpire () |
void | AddFlag (PrimFlags flag) |
void | AddNewParticleSystem (Primitive.ParticleSystem pSystem) |
void | RemoveParticleSystem () |
void | AddTextureAnimation (Primitive.TextureAnimation pTexAnim) |
void | AdjustSoundGain (double volume) |
void | ApplyImpulse (Vector3 impulsei, bool localGlobalTF) |
hook to the physics scene to apply impulse This is sent up to the group, which then finds the root prim and applies the force on the root prim of the group More... | |
void | SetVelocity (Vector3 pVel, bool localGlobalTF) |
void | SetAngularVelocity (Vector3 pAngVel, bool localGlobalTF) |
void | ApplyAngularImpulse (Vector3 impulsei, bool localGlobalTF) |
hook to the physics scene to apply angular impulse This is sent up to the group, which then finds the root prim and applies the force on the root prim of the group More... | |
void | SetAngularImpulse (Vector3 torquei, bool localGlobalTF) |
hook to the physics scene to apply angular impulse This is sent up to the group, which then finds the root prim and applies the force on the root prim of the group More... | |
void | ApplyPhysics (uint _ObjectFlags, bool _VolumeDetectActive, bool building) |
Apply physics to this part. More... | |
byte | ConvertScriptUintToByte (uint indata) |
SceneObjectPart | Copy (uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed) |
Duplicates this part. More... | |
void | DoPhysicsPropertyUpdate (bool UsePhysics, bool isNew) |
Do a physics propery update for this part. now also updates phantom and volume detector More... | |
bool | GetDieAtEdge () |
bool | GetReturnAtEdge () |
void | SetReturnAtEdge (bool p) |
void | SetStatusSandbox (bool p) |
bool | GetStatusSandbox () |
int | GetAxisRotation (int axis) |
double | GetDistanceTo (Vector3 a, Vector3 b) |
uint | GetEffectiveObjectFlags () |
Vector3 | GetGeometricCenter () |
float | GetMass () |
Vector3 | GetCenterOfMass () |
Vector3 | GetPartCenterOfMass () |
Vector3 | GetForce () |
Vector3 | GetWorldPosition () |
Method for a prim to get it's world position from the group. More... | |
Quaternion | GetWorldRotation () |
Gets the rotation of this prim offset by the group rotation More... | |
void | MoveToTarget (Vector3 target, float tau) |
void | SetHoverHeight (float height, PIDHoverType hoverType, float tau) |
Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. More... | |
void | StopHover () |
virtual void | OnGrab (Vector3 offsetPos, IClientAPI remoteClient) |
bool | CollisionFilteredOut (UUID objectID, string objectName) |
void | PhysicsCollision (EventArgs e) |
void | SendCollisionSound (UUID soundID, double volume, Vector3 position) |
void | PhysicsOutOfBounds (Vector3 pos) |
void | PhysicsRequestingTerseUpdate () |
void | RemFlag (PrimFlags flag) |
void | RemoveScriptEvents (UUID scriptid) |
void | ResetIDs (int linkNum) |
Reset UUIDs for this part. This involves generate this part's own UUID and generating new UUIDs for all the items in the inventory. More... | |
void | Resize (Vector3 scale) |
Set the scale of this part. More... | |
void | RotLookAt (Quaternion target, float strength, float damping) |
void | StartLookAt (Quaternion target, float strength, float damping) |
void | StopLookAt () |
void | ScheduleFullUpdateIfNone () |
void | ScheduleFullUpdate () |
Schedules this prim for a full update More... | |
void | ScheduleTerseUpdate () |
Schedule a terse update for this prim. Terse updates only send position, rotation, velocity and rotational velocity information. More... | |
void | ScriptSetPhysicsStatus (bool UsePhysics) |
void | SendFullUpdateToAllClientsInternal () |
Send a full update for this part to all clients. More... | |
void | SendFullUpdateToAllClients () |
void | SendFullUpdateToClient (IClientAPI remoteClient) |
Sends a full update to the client More... | |
void | SendFullUpdateToClient (IClientAPI remoteClient, Vector3 lPos) |
Sends a full update to the client More... | |
void | SendScheduledUpdates () |
Tell all the prims which have had updates scheduled More... | |
void | SendTerseUpdateToAllClientsInternal () |
Send a terse update to all clients More... | |
void | SendTerseUpdateToAllClients () |
void | SetAxisRotation (int axis, int rotate) |
void | SetBuoyancy (float fvalue) |
void | SetDieAtEdge (bool p) |
void | SetFloatOnWater (int floatYN) |
void | SetForce (Vector3 force) |
void | SetVehicleType (int type) |
void | SetVehicleFlags (int param, bool remove) |
void | SetVehicleFloatParam (int param, float value) |
void | SetVehicleVectorParam (int param, Vector3 value) |
void | SetVehicleRotationParam (int param, Quaternion rotation) |
void | SetFaceColorAlpha (int face, Vector3 color, double?alpha) |
Set the color & alpha of prim faces More... | |
int | GetNumberOfSides () |
Get the number of sides that this part has. More... | |
PrimType | GetPrimType () |
Tell us what type this prim is More... | |
void | SetGroup (UUID groupID, IClientAPI client) |
void | SetParent (SceneObjectGroup parent) |
Set the parent group of this prim. More... | |
void | SetParentLocalId (uint localID) |
void | SetPhysicsAxisRotation () |
void | SetScriptEvents (UUID scriptid, int events) |
Set the events that this part will pass on to listeners. More... | |
void | SetText (string text) |
Set the text displayed for this part. More... | |
void | SetText (string text, Vector3 color, double alpha) |
Set the text displayed for this part. More... | |
void | StopMoveToTarget () |
void | StoreUndoState (ObjectChangeType change) |
void | Undo () |
void | Redo () |
void | ClearUndoState () |
EntityIntersection | TestIntersection (Ray iray, Quaternion parentrot) |
EntityIntersection | TestIntersectionOBB (Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters) |
void | ToXml (XmlTextWriter xmlWriter) |
Serialize this part to xml. More... | |
void | TriggerScriptChangedEvent (Changed val) |
void | TrimPermissions () |
void | UpdateExtraParam (ushort type, bool inUse, byte[] data) |
void | UpdateGroupPosition (Vector3 newPos) |
void | UpdateOffSet (Vector3 newPos) |
Update this part's offset position. More... | |
void | UpdatePermissions (UUID AgentID, byte field, uint localID, uint mask, byte addRemTF) |
Update permissions on the SOP. Should only be called from SOG.UpdatePermissions because the SOG will handle the client notifications once all of its parts are updated. More... | |
void | ClonePermissions (SceneObjectPart source) |
bool | IsHingeJoint () |
bool | IsBallJoint () |
bool | IsJoint () |
void | UpdateExtraPhysics (ExtraPhysicsData physdata) |
void | UpdatePrimFlags (bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building) |
Update the flags on this prim. This covers properties such as phantom, physics and temporary. More... | |
void | RemoveFromPhysics () |
This removes the part from the physics scene. More... | |
void | UpdateRotation (Quaternion rot) |
This updates the part's rotation and sends out an update to clients if necessary. More... | |
void | UpdateShape (ObjectShapePacket.ObjectDataBlock shapeBlock) |
Update the shape of this part. More... | |
void | UpdateSlice (float begin, float end) |
void | UpdateTextureEntry (byte[] serializedTextureEntry) |
If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics engine can use it. More... | |
void | UpdateTextureEntry (Primitive.TextureEntry newTex) |
Update the texture entry for this part. More... | |
void | aggregateScriptEvents () |
void | SetCameraAtOffset (Vector3 v) |
void | SetCameraEyeOffset (Vector3 v) |
void | SetForceMouselook (bool force) |
Vector3 | GetCameraAtOffset () |
Vector3 | GetCameraEyeOffset () |
bool | GetForceMouselook () |
override string | ToString () |
void | SendTerseUpdateToClient (IClientAPI remoteClient) |
void | AddScriptLPS (int count) |
void | ApplyPermissionsOnRez (InventoryItemBase item, bool userInventory, Scene scene) |
Sets a prim's owner and permissions when it's rezzed. More... | |
void | ApplyNextOwnerPermissions () |
void | UpdateLookAt () |
Color4 | GetTextColor () |
void | ResetOwnerChangeFlag () |
HashSet< ScenePresence > | GetSittingAvatars () |
Get a copy of the list of sitting avatars. More... | |
int | GetSittingAvatarsCount () |
Gets the number of sitting avatars. More... | |
void | Stop () |
Static Public Member Functions | |
static SceneObjectPart | FromXml (XmlReader xmlReader) |
Restore this part from the serialized xml representation. More... | |
Public Attributes | |
const int | ALL_SIDES = -1 |
bool | AllowedDrop |
bool | DIE_AT_EDGE |
bool | RETURN_AT_EDGE |
bool | StatusSandbox |
Vector3 | StatusSandboxPos |
int[] | PayPrice = {-2,-2,-2,-2,-2} |
UUID | Sound |
byte | SoundFlags |
double | SoundGain |
double | SoundRadius |
uint | TimeStampFull |
uint | TimeStampLastActivity |
uint | TimeStampTerse |
byte | AttachPoint = 0 |
Quaternion | AttachRotation = Quaternion.Identity |
int | STATUS_ROTATE_X |
int | STATUS_ROTATE_Y |
int | STATUS_ROTATE_Z |
scriptEvents | AggregateScriptEvents |
Vector3 | AttachedPos |
byte | RotationAxisLocks = 0 |
bool | VolumeDetectActive |
bool | IsWaitingForFirstSpinUpdatePacket |
Quaternion | SpinOldOrientation = Quaternion.Identity |
bool | Undoing |
bool | IgnoreUndoUpdate = false |
PrimFlags | LocalFlags |
UUID | invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff") |
Protected Member Functions | |
void | DoPhysicsPropertyUpdateForNinjaJoint (bool UsePhysics, bool isNew) |
Called back by asynchronous asset fetch. More... | |
Static Protected Member Functions | |
static void | HasCutHollowDimpleProfileCut (PrimType primType, PrimitiveBaseShape shape, out bool hasCut, out bool hasHollow, out bool hasDimple, out bool hasProfileCut) |
Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces More... | |
Protected Attributes | |
bool | m_APIDActive = false |
Quaternion | m_APIDTarget = Quaternion.Identity |
float | m_APIDDamp = 0 |
float | m_APIDStrength = 0 |
SceneObjectPartInventory | m_inventory |
Vector3 | m_acceleration |
Vector3 | m_angularVelocity |
Vector3 | m_groupPosition |
uint | m_localId |
Material | m_material = OpenMetaverse.Material.Wood |
string | m_name |
Vector3 | m_offsetPosition |
SceneObjectGroup | m_parentGroup |
byte[] | m_particleSystem = Utils.EmptyBytes |
ulong | m_regionHandle |
Quaternion | m_rotationOffset = Quaternion.Identity |
PrimitiveBaseShape | m_shape |
UUID | m_uuid |
Vector3 | m_velocity |
Vector3 | m_lastPosition |
Quaternion | m_lastRotation |
Vector3 | m_lastVelocity |
Vector3 | m_lastAcceleration |
Vector3 | m_lastAngularVelocity |
int | m_lastUpdateSentTime |
float | m_buoyancy = 0.0f |
Vector3 | m_force |
Vector3 | m_torque |
byte | m_physicsShapeType = (byte)PhysShapeType.prim |
float | m_density = 1000.0f |
float | m_gravitymod = 1.0f |
float | m_friction = 0.6f |
float | m_bounce = 0.5f |
bool | m_isSelected = false |
string | m_mediaUrl |
Stores media texture data More... | |
Properties | |
DAMap | DynAttrs [get, set] |
Dynamic attributes can be created and deleted as required. More... | |
DOMap | DynObjs [get, set] |
Dynamic objects that can be created and deleted as required. More... | |
bool | IsRoot [get] |
bool | IsSitTargetSet [get] |
Is an explicit sit target set for this part? More... | |
bool | BlockGrab [get, set] |
PhysicsActor | PhysActor [get, set] |
The representation of this part in the physics scene. More... | |
bool | SoundQueueing [get, set] |
Should sounds played from this prim be queued? More... | |
UUID | FromUserInventoryItemID [get, set] |
IEntityInventory | Inventory [get] |
This part's inventory More... | |
KeyframeMotion | KeyframeMotion [get, set] |
UUID | CreatorID [get, set] |
string | CreatorData [get, set] |
Data about the creator in the form home_url;name More... | |
string | CreatorIdentification [get, set] |
Used by the DB layer to retrieve / store the entire user identification. The identification can either be a simple UUID or a string of the form uuid[;home_url[;name]] More... | |
UUID | FolderID [get, set] |
A relic from when we we thought that prims contained folder objects. In reality, prim == folder Exposing this is not particularly good, but it's one of the least evils at the moment to see folder id from prim inventory item data, since it's not (yet) actually stored with the prim. More... | |
uint | InventorySerial [get, set] |
TaskInventoryDictionary | TaskInventory [get, set] |
uint | ObjectFlags [get, set] |
This is idential to the Flags property, except that the returned value is uint rather than PrimFlags More... | |
UUID | UUID [get, set] |
uint | LocalId [get, set] |
virtual string | Name [get, set] |
bool | PassTouches [get, set] |
bool | PassCollisions [get, set] |
bool | IsSelected [get, set] |
Dictionary< int, string > | CollisionFilter [get, set] |
bool | APIDActive [get, set] |
Quaternion | APIDTarget [get, set] |
float | APIDDamp [get, set] |
float | APIDStrength [get, set] |
ulong | RegionHandle [get, set] |
int | ScriptAccessPin [get, set] |
SceneObjectPart | PlaySoundMasterPrim [get, set] |
List< SceneObjectPart > | PlaySoundSlavePrims [get, set] |
SceneObjectPart | LoopSoundMasterPrim [get, set] |
List< SceneObjectPart > | LoopSoundSlavePrims [get, set] |
Byte[] | TextureAnimation [get, set] |
Byte[] | ParticleSystem [get, set] |
DateTime | Expires [get, set] |
DateTime | Rezzed [get, set] |
float | Damage [get, set] |
Vector3 | GroupPosition [get, set] |
The position of the entire group that this prim belongs to. More... | |
Vector3 | OffsetPosition [get, set] |
Vector3 | RelativePosition [get] |
Quaternion | RotationOffset [get, set] |
Vector3 | Velocity [get, set] |
Vector3 | AngularVelocity [get, set] |
Get or set angular velocity. Does not schedule update. More... | |
Vector3 | Acceleration [get, set] |
string | Description [get, set] |
Color | Color [get, set] |
string | Text [get, set] |
string | SitName [get, set] |
string | TouchName [get, set] |
int | LinkNum [get, set] |
byte | ClickAction [get, set] |
PrimitiveBaseShape | Shape [get, set] |
Vector3 | Scale [get, set] |
Change the scale of this part. More... | |
UpdateRequired | UpdateFlag [get, set] |
bool | UpdatePhysRequired [get, set] |
string | MediaUrl [get, set] |
Used for media on a prim. More... | |
bool | CreateSelected [get, set] |
Vector3 | AbsolutePosition [get] |
SceneObjectGroup | ParentGroup [get, set] |
scriptEvents | ScriptEvents [get] |
Quaternion | SitTargetOrientation [get, set] |
Vector3 | SitTargetPosition [get, set] |
Vector3 | SitTargetPositionLL [get, set] |
Quaternion | SitTargetOrientationLL [get, set] |
bool | Stopped [get] |
uint | ParentID [get, set] |
The parent ID of this part. More... | |
int | CreationDate [get, set] |
uint | Category [get, set] |
int | SalePrice [get, set] |
byte | ObjectSaleType [get, set] |
int | OwnershipCost [get, set] |
UUID | GroupID [get, set] |
UUID | OwnerID [get, set] |
UUID | LastOwnerID [get, set] |
uint | BaseMask [get, set] |
uint | OwnerMask [get, set] |
uint | GroupMask [get, set] |
uint | EveryoneMask [get, set] |
uint | NextOwnerMask [get, set] |
PrimFlags | Flags [get, set] |
Property flags. See OpenMetaverse.PrimFlags More... | |
bool | IsOccupied [get, set] |
UUID | SitTargetAvatar [get, set] |
ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero More... | |
virtual UUID | RegionID [get, set] |
UUID | ParentUUID [get, set] |
string | SitAnimation [get, set] |
sbyte | CollisionSoundType [get, set] |
UUID | CollisionSound [get, set] |
float | CollisionSoundVolume [get, set] |
float | Buoyancy [get, set] |
Vector3 | Force [get, set] |
Vector3 | Torque [get, set] |
byte | Material [get, set] |
bool | UsesComplexCost [get] |
float | PhysicsCost [get] |
float | StreamingCost [get] |
float | SimulationCost [get] |
byte | PhysicsShapeType [get, set] |
float | Density [get, set] |
float | GravityModifier [get, set] |
float | Friction [get, set] |
float | Restitution [get, set] |
SOPVehicle | VehicleParams [get, set] |
int | VehicleType [get, set] |
int | UndoCount [get] |
Return number of undos on the stack. Here temporarily pending a refactor. More... | |
Properties inherited from OpenSim.Framework.ISceneEntity | |
string | Name [get, set] |
UUID | UUID [get] |
uint | LocalId [get] |
Vector3 | AbsolutePosition [get] |
Definition at line 121 of file SceneObjectPart.cs.
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No arg constructor called by region restore db code
Definition at line 418 of file SceneObjectPart.cs.
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Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup
ownerID | |
shape | |
position | |
rotationOffset | |
offsetPosition |
Definition at line 441 of file SceneObjectPart.cs.
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Definition at line 1896 of file SceneObjectPart.cs.
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Definition at line 1910 of file SceneObjectPart.cs.
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Definition at line 5411 of file SceneObjectPart.cs.
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Definition at line 1920 of file SceneObjectPart.cs.
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Definition at line 1949 of file SceneObjectPart.cs.
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Definition at line 5268 of file SceneObjectPart.cs.
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hook to the physics scene to apply angular impulse This is sent up to the group, which then finds the root prim and applies the force on the root prim of the group
impulsei | Vector force |
localGlobalTF | true for the local frame, false for the global frame |
Definition at line 2050 of file SceneObjectPart.cs.
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hook to the physics scene to apply impulse This is sent up to the group, which then finds the root prim and applies the force on the root prim of the group
impulsei | Vector force |
localGlobalTF | true for the local frame, false for the global frame |
Definition at line 1969 of file SceneObjectPart.cs.
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Definition at line 5477 of file SceneObjectPart.cs.
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Sets a prim's owner and permissions when it's rezzed.
item | The inventory item from which the item was rezzed |
userInventory | True: the item is being rezzed from the user's inventory. False: from a prim's inventory. |
scene | The scene the prim is being rezzed into |
Definition at line 5422 of file SceneObjectPart.cs.
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Apply physics to this part.
rootObjectFlags | |
VolumeDetectActive | |
building |
Definition at line 2100 of file SceneObjectPart.cs.
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Definition at line 4004 of file SceneObjectPart.cs.
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Clear all pending updates of parts to clients
Definition at line 1851 of file SceneObjectPart.cs.
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Definition at line 2684 of file SceneObjectPart.cs.
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Definition at line 2134 of file SceneObjectPart.cs.
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Duplicates this part.
localID | |
AgentID | |
GroupID | |
linkNum | |
userExposed | True if the duplicate will immediately be in the scene, false otherwise |
Definition at line 2156 of file SceneObjectPart.cs.
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Do a physics propery update for this part. now also updates phantom and volume detector
UsePhysics | |
isNew |
Definition at line 2362 of file SceneObjectPart.cs.
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Called back by asynchronous asset fetch.
id | ID of asset received |
sender | Register |
asset |
Do a physics property update for a NINJA joint.
UsePhysics | |
isNew |
Definition at line 2269 of file SceneObjectPart.cs.
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Restore this part from the serialized xml representation.
xmlReader |
Definition at line 2464 of file SceneObjectPart.cs.
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Definition at line 2515 of file SceneObjectPart.cs.
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Definition at line 2564 of file SceneObjectPart.cs.
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Definition at line 2475 of file SceneObjectPart.cs.
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Definition at line 2523 of file SceneObjectPart.cs.
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Definition at line 2598 of file SceneObjectPart.cs.
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Definition at line 5379 of file SceneObjectPart.cs.
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Definition at line 2542 of file SceneObjectPart.cs.
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Definition at line 2554 of file SceneObjectPart.cs.
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Get the number of sides that this part has.
Definition at line 3715 of file SceneObjectPart.cs.
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Definition at line 2584 of file SceneObjectPart.cs.
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Tell us what type this prim is
primShape |
Definition at line 3784 of file SceneObjectPart.cs.
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Definition at line 2483 of file SceneObjectPart.cs.
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Get a copy of the list of sitting avatars.
This applies to all sitting avatars whether there is a sit target set or not.
Definition at line 5617 of file SceneObjectPart.cs.
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Gets the number of sitting avatars.
This applies to all sitting avatars whether there is a sit target set or not.
Definition at line 5633 of file SceneObjectPart.cs.
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Definition at line 2507 of file SceneObjectPart.cs.
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Definition at line 5532 of file SceneObjectPart.cs.
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Method for a prim to get it's world position from the group.
Remember, the Group Position simply gives the position of the group itself
Definition at line 2610 of file SceneObjectPart.cs.
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Gets the rotation of this prim offset by the group rotation
Definition at line 2632 of file SceneObjectPart.cs.
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Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
primType | |
shape | |
hasCut | |
hasHollow | |
hasDimple | |
hasProfileCut |
Definition at line 3829 of file SceneObjectPart.cs.
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Definition at line 4643 of file SceneObjectPart.cs.
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Definition at line 4627 of file SceneObjectPart.cs.
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Definition at line 2652 of file SceneObjectPart.cs.
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Definition at line 2680 of file SceneObjectPart.cs.
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Definition at line 2840 of file SceneObjectPart.cs.
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Definition at line 2966 of file SceneObjectPart.cs.
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Definition at line 2978 of file SceneObjectPart.cs.
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Definition at line 3991 of file SceneObjectPart.cs.
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Definition at line 3017 of file SceneObjectPart.cs.
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This removes the part from the physics scene.
This isn't the same as turning off physical, since even without being physical the prim has a physics representation for collision detection.
Definition at line 4961 of file SceneObjectPart.cs.
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Definition at line 1915 of file SceneObjectPart.cs.
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Definition at line 3029 of file SceneObjectPart.cs.
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Reset UUIDs for this part. This involves generate this part's own UUID and generating new UUIDs for all the items in the inventory.
linkNum | Link number for the part |
Definition at line 3051 of file SceneObjectPart.cs.
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Definition at line 5538 of file SceneObjectPart.cs.
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Set the scale of this part.
Unlike the scale property, this checks the new size against scene limits and schedules a full property update to viewers.
scale |
Definition at line 3067 of file SceneObjectPart.cs.
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Definition at line 3092 of file SceneObjectPart.cs.
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Schedules this prim for a full update
Definition at line 3169 of file SceneObjectPart.cs.
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Definition at line 3155 of file SceneObjectPart.cs.
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Schedule a terse update for this prim. Terse updates only send position, rotation, velocity and rotational velocity information.
Definition at line 3206 of file SceneObjectPart.cs.
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Definition at line 3237 of file SceneObjectPart.cs.
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Definition at line 2938 of file SceneObjectPart.cs.
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Send a full update for this part to all clients.
Definition at line 3320 of file SceneObjectPart.cs.
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Sends a full update to the client
remoteClient |
Definition at line 3373 of file SceneObjectPart.cs.
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Sends a full update to the client
remoteClient | |
lPos |
Definition at line 3383 of file SceneObjectPart.cs.
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Send this part's properties (name, description, inventory serial, base mask, etc.) to a client
client |
Definition at line 1860 of file SceneObjectPart.cs.
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Tell all the prims which have had updates scheduled
Definition at line 3417 of file SceneObjectPart.cs.
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Definition at line 3474 of file SceneObjectPart.cs.
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Send a terse update to all clients
Definition at line 3455 of file SceneObjectPart.cs.
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Definition at line 5391 of file SceneObjectPart.cs.
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hook to the physics scene to apply angular impulse This is sent up to the group, which then finds the root prim and applies the force on the root prim of the group
impulsei | Vector force |
localGlobalTF | true for the local frame, false for the global frame |
Definition at line 2075 of file SceneObjectPart.cs.
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Definition at line 2016 of file SceneObjectPart.cs.
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Definition at line 3504 of file SceneObjectPart.cs.
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Definition at line 3519 of file SceneObjectPart.cs.
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Definition at line 5354 of file SceneObjectPart.cs.
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Definition at line 5359 of file SceneObjectPart.cs.
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Definition at line 3530 of file SceneObjectPart.cs.
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Set the color & alpha of prim faces
face | |
color | |
alpha |
Definition at line 3655 of file SceneObjectPart.cs.
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Definition at line 3538 of file SceneObjectPart.cs.
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Definition at line 3546 of file SceneObjectPart.cs.
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Definition at line 5364 of file SceneObjectPart.cs.
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Definition at line 3847 of file SceneObjectPart.cs.
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Definition at line 787 of file SceneObjectPart.cs.
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Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
height | Height to hover. Height of zero disables hover. |
hoverType | Determines what the height is relative to |
tau | Number of seconds over which to reach target |
Definition at line 2670 of file SceneObjectPart.cs.
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Definition at line 855 of file SceneObjectPart.cs.
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Set the parent group of this prim.
Definition at line 3863 of file SceneObjectPart.cs.
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Definition at line 3869 of file SceneObjectPart.cs.
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Definition at line 3874 of file SceneObjectPart.cs.
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Definition at line 2491 of file SceneObjectPart.cs.
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Definition at line 918 of file SceneObjectPart.cs.
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Set the events that this part will pass on to listeners.
scriptid | |
events |
Definition at line 3890 of file SceneObjectPart.cs.
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Definition at line 2499 of file SceneObjectPart.cs.
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Set the text displayed for this part.
text |
Definition at line 3920 of file SceneObjectPart.cs.
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inline |
Set the text displayed for this part.
text | |
color | |
alpha |
Definition at line 3937 of file SceneObjectPart.cs.
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Definition at line 3597 of file SceneObjectPart.cs.
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Definition at line 3610 of file SceneObjectPart.cs.
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Definition at line 3636 of file SceneObjectPart.cs.
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Definition at line 3578 of file SceneObjectPart.cs.
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Definition at line 3623 of file SceneObjectPart.cs.
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Definition at line 1989 of file SceneObjectPart.cs.
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Definition at line 3124 of file SceneObjectPart.cs.
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Definition at line 5644 of file SceneObjectPart.cs.
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Definition at line 2675 of file SceneObjectPart.cs.
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Definition at line 3140 of file SceneObjectPart.cs.
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Definition at line 3946 of file SceneObjectPart.cs.
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Definition at line 3951 of file SceneObjectPart.cs.
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Definition at line 4015 of file SceneObjectPart.cs.
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pos = (intersectionpoint + offset);
Definition at line 4112 of file SceneObjectPart.cs.
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Definition at line 5384 of file SceneObjectPart.cs.
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Serialize this part to xml.
xmlWriter |
Definition at line 4456 of file SceneObjectPart.cs.
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Definition at line 4461 of file SceneObjectPart.cs.
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Definition at line 4467 of file SceneObjectPart.cs.
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Definition at line 3978 of file SceneObjectPart.cs.
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Update angular velocity and schedule terse update.
Definition at line 1030 of file SceneObjectPart.cs.
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Definition at line 4476 of file SceneObjectPart.cs.
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Definition at line 4675 of file SceneObjectPart.cs.
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Definition at line 4495 of file SceneObjectPart.cs.
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Definition at line 5489 of file SceneObjectPart.cs.
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Update this part's offset position.
pos |
Definition at line 4512 of file SceneObjectPart.cs.
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Update permissions on the SOP. Should only be called from SOG.UpdatePermissions because the SOG will handle the client notifications once all of its parts are updated.
AgentID | |
field | |
localID | |
mask | |
addRemTF |
Definition at line 4545 of file SceneObjectPart.cs.
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Update the flags on this prim. This covers properties such as phantom, physics and temporary.
UsePhysics | |
SetTemporary | |
SetPhantom | |
SetVD |
Definition at line 4702 of file SceneObjectPart.cs.
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This updates the part's rotation and sends out an update to clients if necessary.
rot |
Definition at line 4981 of file SceneObjectPart.cs.
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Update the shape of this part.
shapeBlock |
Definition at line 4999 of file SceneObjectPart.cs.
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inline |
Definition at line 5042 of file SceneObjectPart.cs.
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If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics engine can use it.
When the physics engine has finished with it, the sculpt data is discarded to save memory.
Update the texture entry for this part.
serializedTextureEntry |
Definition at line 5133 of file SceneObjectPart.cs.
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Update the texture entry for this part.
newTex |
Definition at line 5142 of file SceneObjectPart.cs.
scriptEvents OpenSim.Region.Framework.Scenes.SceneObjectPart.AggregateScriptEvents |
Definition at line 279 of file SceneObjectPart.cs.
const int OpenSim.Region.Framework.Scenes.SceneObjectPart.ALL_SIDES = -1 |
Denote all sides of the prim
Definition at line 126 of file SceneObjectPart.cs.
bool OpenSim.Region.Framework.Scenes.SceneObjectPart.AllowedDrop |
Definition at line 195 of file SceneObjectPart.cs.
Vector3 OpenSim.Region.Framework.Scenes.SceneObjectPart.AttachedPos |
Definition at line 281 of file SceneObjectPart.cs.
byte OpenSim.Region.Framework.Scenes.SceneObjectPart.AttachPoint = 0 |
Definition at line 251 of file SceneObjectPart.cs.
Quaternion OpenSim.Region.Framework.Scenes.SceneObjectPart.AttachRotation = Quaternion.Identity |
Definition at line 254 of file SceneObjectPart.cs.
bool OpenSim.Region.Framework.Scenes.SceneObjectPart.DIE_AT_EDGE |
Definition at line 197 of file SceneObjectPart.cs.
bool OpenSim.Region.Framework.Scenes.SceneObjectPart.IgnoreUndoUpdate = false |
Definition at line 310 of file SceneObjectPart.cs.
UUID OpenSim.Region.Framework.Scenes.SceneObjectPart.invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff") |
Definition at line 1459 of file SceneObjectPart.cs.
bool OpenSim.Region.Framework.Scenes.SceneObjectPart.IsWaitingForFirstSpinUpdatePacket |
Definition at line 290 of file SceneObjectPart.cs.
PrimFlags OpenSim.Region.Framework.Scenes.SceneObjectPart.LocalFlags |
Definition at line 312 of file SceneObjectPart.cs.
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protected |
Definition at line 336 of file SceneObjectPart.cs.
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protected |
Definition at line 337 of file SceneObjectPart.cs.
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Definition at line 294 of file SceneObjectPart.cs.
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Definition at line 296 of file SceneObjectPart.cs.
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Definition at line 297 of file SceneObjectPart.cs.
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Definition at line 295 of file SceneObjectPart.cs.
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Definition at line 368 of file SceneObjectPart.cs.
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Definition at line 360 of file SceneObjectPart.cs.
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Definition at line 365 of file SceneObjectPart.cs.
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Definition at line 361 of file SceneObjectPart.cs.
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Definition at line 367 of file SceneObjectPart.cs.
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Definition at line 366 of file SceneObjectPart.cs.
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Definition at line 340 of file SceneObjectPart.cs.
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Definition at line 306 of file SceneObjectPart.cs.
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Definition at line 371 of file SceneObjectPart.cs.
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Definition at line 357 of file SceneObjectPart.cs.
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Definition at line 358 of file SceneObjectPart.cs.
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Definition at line 354 of file SceneObjectPart.cs.
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Definition at line 355 of file SceneObjectPart.cs.
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Definition at line 359 of file SceneObjectPart.cs.
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protected |
Definition at line 356 of file SceneObjectPart.cs.
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Definition at line 341 of file SceneObjectPart.cs.
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Definition at line 342 of file SceneObjectPart.cs.
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Stores media texture data
Definition at line 376 of file SceneObjectPart.cs.
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Definition at line 343 of file SceneObjectPart.cs.
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Definition at line 344 of file SceneObjectPart.cs.
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Definition at line 346 of file SceneObjectPart.cs.
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Definition at line 347 of file SceneObjectPart.cs.
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Definition at line 364 of file SceneObjectPart.cs.
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Definition at line 348 of file SceneObjectPart.cs.
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Definition at line 349 of file SceneObjectPart.cs.
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Definition at line 350 of file SceneObjectPart.cs.
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Definition at line 362 of file SceneObjectPart.cs.
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Definition at line 351 of file SceneObjectPart.cs.
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Definition at line 352 of file SceneObjectPart.cs.
int [] OpenSim.Region.Framework.Scenes.SceneObjectPart.PayPrice = {-2,-2,-2,-2,-2} |
Definition at line 208 of file SceneObjectPart.cs.
bool OpenSim.Region.Framework.Scenes.SceneObjectPart.RETURN_AT_EDGE |
Definition at line 199 of file SceneObjectPart.cs.
byte OpenSim.Region.Framework.Scenes.SceneObjectPart.RotationAxisLocks = 0 |
Definition at line 286 of file SceneObjectPart.cs.
UUID OpenSim.Region.Framework.Scenes.SceneObjectPart.Sound |
Definition at line 226 of file SceneObjectPart.cs.
byte OpenSim.Region.Framework.Scenes.SceneObjectPart.SoundFlags |
Definition at line 228 of file SceneObjectPart.cs.
double OpenSim.Region.Framework.Scenes.SceneObjectPart.SoundGain |
Definition at line 230 of file SceneObjectPart.cs.
double OpenSim.Region.Framework.Scenes.SceneObjectPart.SoundRadius |
Definition at line 232 of file SceneObjectPart.cs.
Quaternion OpenSim.Region.Framework.Scenes.SceneObjectPart.SpinOldOrientation = Quaternion.Identity |
Definition at line 292 of file SceneObjectPart.cs.
int OpenSim.Region.Framework.Scenes.SceneObjectPart.STATUS_ROTATE_X |
Definition at line 257 of file SceneObjectPart.cs.
int OpenSim.Region.Framework.Scenes.SceneObjectPart.STATUS_ROTATE_Y |
Definition at line 260 of file SceneObjectPart.cs.
int OpenSim.Region.Framework.Scenes.SceneObjectPart.STATUS_ROTATE_Z |
Definition at line 263 of file SceneObjectPart.cs.
bool OpenSim.Region.Framework.Scenes.SceneObjectPart.StatusSandbox |
Definition at line 203 of file SceneObjectPart.cs.
Vector3 OpenSim.Region.Framework.Scenes.SceneObjectPart.StatusSandboxPos |
Definition at line 205 of file SceneObjectPart.cs.
uint OpenSim.Region.Framework.Scenes.SceneObjectPart.TimeStampFull |
Definition at line 242 of file SceneObjectPart.cs.
uint OpenSim.Region.Framework.Scenes.SceneObjectPart.TimeStampLastActivity |
Definition at line 244 of file SceneObjectPart.cs.
uint OpenSim.Region.Framework.Scenes.SceneObjectPart.TimeStampTerse |
Definition at line 246 of file SceneObjectPart.cs.
bool OpenSim.Region.Framework.Scenes.SceneObjectPart.Undoing |
Definition at line 308 of file SceneObjectPart.cs.
bool OpenSim.Region.Framework.Scenes.SceneObjectPart.VolumeDetectActive |
Definition at line 288 of file SceneObjectPart.cs.
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get |
Definition at line 1230 of file SceneObjectPart.cs.
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getset |
Definition at line 1066 of file SceneObjectPart.cs.
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getset |
Get or set angular velocity. Does not schedule update.
Definition at line 1039 of file SceneObjectPart.cs.
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getsetprotected |
Definition at line 690 of file SceneObjectPart.cs.
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getsetprotected |
Definition at line 703 of file SceneObjectPart.cs.
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getsetprotected |
Definition at line 710 of file SceneObjectPart.cs.
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getsetprotected |
Definition at line 696 of file SceneObjectPart.cs.
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getset |
Definition at line 1358 of file SceneObjectPart.cs.
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getset |
Definition at line 201 of file SceneObjectPart.cs.
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getset |
Definition at line 1505 of file SceneObjectPart.cs.
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getset |
Definition at line 1316 of file SceneObjectPart.cs.
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getset |
Definition at line 1139 of file SceneObjectPart.cs.
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getset |
Definition at line 681 of file SceneObjectPart.cs.
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getset |
Definition at line 1481 of file SceneObjectPart.cs.
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getset |
Definition at line 1465 of file SceneObjectPart.cs.
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getset |
Definition at line 1499 of file SceneObjectPart.cs.
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getset |
Text color.
Definition at line 1092 of file SceneObjectPart.cs.
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getset |
Definition at line 1215 of file SceneObjectPart.cs.
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getset |
Definition at line 1310 of file SceneObjectPart.cs.
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getset |
Data about the creator in the form home_url;name
Definition at line 503 of file SceneObjectPart.cs.
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getset |
Definition at line 493 of file SceneObjectPart.cs.
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getset |
Used by the DB layer to retrieve / store the entire user identification. The identification can either be a simple UUID or a string of the form uuid[;home_url[;name]]
Definition at line 514 of file SceneObjectPart.cs.
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getset |
Definition at line 782 of file SceneObjectPart.cs.
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getset |
Definition at line 1746 of file SceneObjectPart.cs.
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getset |
Definition at line 1086 of file SceneObjectPart.cs.
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getset |
Dynamic attributes can be created and deleted as required.
Definition at line 144 of file SceneObjectPart.cs.
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getset |
Dynamic objects that can be created and deleted as required.
Definition at line 152 of file SceneObjectPart.cs.
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getset |
Definition at line 1376 of file SceneObjectPart.cs.
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getset |
Definition at line 768 of file SceneObjectPart.cs.
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getset |
Property flags. See OpenMetaverse.PrimFlags
Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
Definition at line 1394 of file SceneObjectPart.cs.
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getset |
A relic from when we we thought that prims contained folder objects. In reality, prim == folder Exposing this is not particularly good, but it's one of the least evils at the moment to see folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
Definition at line 568 of file SceneObjectPart.cs.
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getset |
Definition at line 1527 of file SceneObjectPart.cs.
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getset |
Definition at line 1790 of file SceneObjectPart.cs.
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getset |
Definition at line 274 of file SceneObjectPart.cs.
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getset |
Definition at line 1768 of file SceneObjectPart.cs.
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getset |
Definition at line 1340 of file SceneObjectPart.cs.
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getset |
Definition at line 1370 of file SceneObjectPart.cs.
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getset |
The position of the entire group that this prim belongs to.
Definition at line 798 of file SceneObjectPart.cs.
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get |
This part's inventory
Definition at line 303 of file SceneObjectPart.cs.
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getset |
Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
Definition at line 577 of file SceneObjectPart.cs.
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getset |
Definition at line 1405 of file SceneObjectPart.cs.
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get |
Is this a root part?
This will return true even if the whole object is attached to an avatar.
Definition at line 174 of file SceneObjectPart.cs.
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getset |
Definition at line 668 of file SceneObjectPart.cs.
|
get |
Is an explicit sit target set for this part?
Definition at line 182 of file SceneObjectPart.cs.
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getset |
Definition at line 396 of file SceneObjectPart.cs.
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getset |
Definition at line 1352 of file SceneObjectPart.cs.
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getset |
Definition at line 1122 of file SceneObjectPart.cs.
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getset |
Definition at line 619 of file SceneObjectPart.cs.
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getset |
Definition at line 742 of file SceneObjectPart.cs.
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getset |
Definition at line 749 of file SceneObjectPart.cs.
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getset |
Definition at line 1573 of file SceneObjectPart.cs.
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getset |
Used for media on a prim.
Do not change this value directly - always do it through an IMoapModule.
Definition at line 1199 of file SceneObjectPart.cs.
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getset |
Definition at line 629 of file SceneObjectPart.cs.
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getset |
Definition at line 1382 of file SceneObjectPart.cs.
|
getset |
This is idential to the Flags property, except that the returned value is uint rather than PrimFlags
Definition at line 600 of file SceneObjectPart.cs.
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getset |
Definition at line 1328 of file SceneObjectPart.cs.
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getset |
Definition at line 861 of file SceneObjectPart.cs.
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getset |
Definition at line 1346 of file SceneObjectPart.cs.
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getset |
Definition at line 1364 of file SceneObjectPart.cs.
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getset |
Definition at line 1334 of file SceneObjectPart.cs.
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getset |
Definition at line 1238 of file SceneObjectPart.cs.
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getset |
The parent ID of this part.
If this is a root part which is not attached to an avatar then the value will be 0. If this is a root part which is attached to an avatar then the value is the local id of that avatar. If this is a child part then the value is the local ID of the root part.
Definition at line 1304 of file SceneObjectPart.cs.
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getset |
Definition at line 1441 of file SceneObjectPart.cs.
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getset |
Definition at line 761 of file SceneObjectPart.cs.
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getset |
Definition at line 656 of file SceneObjectPart.cs.
|
getset |
Definition at line 644 of file SceneObjectPart.cs.
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getset |
The representation of this part in the physics scene.
If you use this property more than once in a section of code then you must take a reference and use that. If another thread is simultaneously turning physics off on this part then this refernece could become null at any time.
Definition at line 219 of file SceneObjectPart.cs.
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get |
Definition at line 1649 of file SceneObjectPart.cs.
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getset |
Definition at line 1695 of file SceneObjectPart.cs.
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getset |
Definition at line 728 of file SceneObjectPart.cs.
|
getset |
Definition at line 735 of file SceneObjectPart.cs.
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getset |
Definition at line 716 of file SceneObjectPart.cs.
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getset |
Definition at line 1427 of file SceneObjectPart.cs.
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get |
Definition at line 901 of file SceneObjectPart.cs.
|
getset |
Definition at line 1812 of file SceneObjectPart.cs.
|
getset |
Definition at line 775 of file SceneObjectPart.cs.
|
getset |
Definition at line 924 of file SceneObjectPart.cs.
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getset |
Definition at line 1322 of file SceneObjectPart.cs.
|
getset |
Change the scale of this part.
Definition at line 1160 of file SceneObjectPart.cs.
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getset |
Definition at line 722 of file SceneObjectPart.cs.
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get |
Definition at line 1244 of file SceneObjectPart.cs.
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getset |
Definition at line 1148 of file SceneObjectPart.cs.
|
get |
Definition at line 1683 of file SceneObjectPart.cs.
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getset |
Definition at line 1454 of file SceneObjectPart.cs.
|
getset |
Definition at line 1110 of file SceneObjectPart.cs.
|
getset |
ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
Definition at line 1413 of file SceneObjectPart.cs.
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getset |
Definition at line 1249 of file SceneObjectPart.cs.
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getset |
Definition at line 1277 of file SceneObjectPart.cs.
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getset |
Definition at line 1259 of file SceneObjectPart.cs.
|
getset |
Definition at line 1271 of file SceneObjectPart.cs.
|
getset |
Should sounds played from this prim be queued?
This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting.
Definition at line 240 of file SceneObjectPart.cs.
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get |
Definition at line 1283 of file SceneObjectPart.cs.
|
get |
Definition at line 1669 of file SceneObjectPart.cs.
|
getset |
Get the inventory list
Definition at line 586 of file SceneObjectPart.cs.
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getset |
Definition at line 1098 of file SceneObjectPart.cs.
|
getset |
Definition at line 755 of file SceneObjectPart.cs.
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getset |
Definition at line 1550 of file SceneObjectPart.cs.
|
getset |
Definition at line 1116 of file SceneObjectPart.cs.
|
get |
Return number of undos on the stack. Here temporarily pending a refactor.
Definition at line 3969 of file SceneObjectPart.cs.
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getset |
Definition at line 1191 of file SceneObjectPart.cs.
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getset |
Definition at line 1192 of file SceneObjectPart.cs.
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get |
Definition at line 1637 of file SceneObjectPart.cs.
|
getset |
Definition at line 606 of file SceneObjectPart.cs.
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getset |
Definition at line 3552 of file SceneObjectPart.cs.
|
getset |
Definition at line 3564 of file SceneObjectPart.cs.
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getset |
Definition at line 995 of file SceneObjectPart.cs.