Property | Type | Description | |
---|---|---|---|
m_acceleration | System.Vector3 | ||
m_angularVelocity | System.Vector3 | ||
m_crc | uint | ||
m_groupPosition | System.Vector3 | ||
m_inventory | |||
m_lastAcceleration | System.Vector3 | ||
m_lastAngularVelocity | System.Vector3 | ||
m_lastGroupPosition | System.Vector3 | ||
m_lastPosition | System.Vector3 | ||
m_lastRotation | Quaternion | ||
m_lastVelocity | System.Vector3 | ||
m_localId | uint | ||
m_mediaUrl | string | ||
m_name | string | ||
m_offsetPosition | System.Vector3 | ||
m_parentGroup | |||
m_particleSystem | byte[] | ||
m_regionHandle | ulong | ||
m_shape | PrimitiveBaseShape | ||
m_uuid | UUID |
Property | Type | Description | |
---|---|---|---|
ApplyMask | uint | ||
IsTerse | bool | ||
TriggerScriptMovingEndEvent | void | ||
TriggerScriptMovingStartEvent | void |
Method | Description | |
---|---|---|
AABdistanceToSQ ( System.Vector3 target ) : float | ||
AddFlag ( PrimFlags flag ) : bool | ||
AddNewParticleSystem ( |
||
AddTextureAnimation ( |
||
AdjustSoundGain ( double volume ) : void | ||
ApplyAngularImpulse ( System.Vector3 impulsei, bool localGlobalTF ) : void |
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
|
|
ApplyImpulse ( System.Vector3 impulsei, bool localGlobalTF ) : void |
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
|
|
ApplyNextOwnerPermissions ( ) : void | ||
ApplyPermissions ( uint permissions ) : void | ||
AssetReceived ( string id, Object sender, |
||
ClearUndoState ( ) : void | ||
ConvertScriptUintToByte ( uint indata ) : byte | ||
Copy ( |
Duplicates this part.
|
|
FinishedSerializingGenericProperties ( ) : void | ||
FireOnAddedPhysics ( ) : void | ||
FireOnRemovedPhysics ( ) : void | ||
FixGroupPosition ( System.Vector3 value, bool single ) : void | ||
FixGroupPositionComum ( bool updatePrimActor, System.Vector3 value, bool single ) : void | ||
FixOffsetPosition ( System.Vector3 value, bool single ) : void | ||
GenerateRotationalVelocityFromOmega ( ) : void | ||
GetAxisRotation ( int axis ) : int | ||
GetBlockGrab ( bool wholeObjectBlock ) : bool | ||
GetDieAtEdge ( ) : bool | ||
GetDistanceTo ( System.Vector3 a, System.Vector3 b ) : double | ||
GetEffectiveObjectFlags ( ) : uint | ||
GetForce ( ) : System.Vector3 | ||
GetGeometricCenter ( ) : System.Vector3 | ||
GetGroupPosition ( ) : System.Vector3 | ||
GetHashCode ( ) : int | ||
GetMass ( ) : float | ||
GetNumberOfSides ( ) : int |
Get the number of sides that this part has.
|
|
GetPrimType ( ) : Universe.Framework.SceneInfo.PrimType |
Tell us what type this prim is
|
|
GetProperties ( IClientAPI client ) : void | ||
GetReturnAtEdge ( ) : bool | ||
GetRootPartUUID ( ) : UUID | ||
GetRotationOffset ( ) : Quaternion | ||
GetStatusSandbox ( ) : bool | ||
GetTextColor ( ) : Color4 | ||
GetWorldPosition ( ) : System.Vector3 |
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
|
|
GetWorldRotation ( ) : Quaternion |
Gets the rotation of this prim offset by the group rotation
|
|
GroupScale ( ) : System.Vector3 | ||
MoveToTarget ( System.Vector3 target, float tau ) : void | ||
OnGrab ( System.Vector3 offsetPos, IClientAPI remoteClient ) : void | ||
PhysicsCollision ( |
||
PhysicsOutOfBounds ( System.Vector3 pos ) : void | ||
PhysicsRequestingTerseUpdate ( ) : void | ||
PreloadSound ( string sound ) : void | ||
Redo ( ) : void | ||
RemFlag ( PrimFlags flag ) : bool | ||
RemoveAvatarOnSitTarget ( UUID avatarID ) : void | ||
RemoveParticleSystem ( ) : void | ||
RemoveScriptEvents ( UUID scriptid ) : void | ||
ResetEntityIDs ( ) : void | ||
ResetExpire ( ) : void | ||
Resize ( System.Vector3 scale ) : void |
Resize this part.
|
|
RotLookAt ( Quaternion target, float strength, float damping ) : void | ||
SceneObjectPart ( ) : System |
No arg constructor called by region restore db code
|
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SceneObjectPart ( UUID ownerID, PrimitiveBaseShape shape, System.Vector3 groupPosition, Quaternion rotationOffset, System.Vector3 offsetPosition, string name ) : System |
Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup
|
|
ScheduleTerseUpdate ( ) : void |
Schedule a terse update for this prim. Terse updates only send position, rotation, velocity, and rotational velocity information.
|
|
ScheduleUpdate ( PrimUpdateFlags UpdateFlags ) : void |
Tell all avatars in the Scene about the new update
|
|
ScriptSetPhantomStatus ( bool Phantom ) : void | ||
ScriptSetTemporaryStatus ( bool Temporary ) : void | ||
ScriptSetVolumeDetect ( bool SetVD ) : void | ||
SendObjectPropertiesToClient ( UUID AgentID ) : void | ||
SendSound ( string sound, double volume, bool triggered, byte flags, float radius ) : void |
Trigger or play an attached sound in this part's inventory.
|
|
SetAngularImpulse ( System.Vector3 impulsei, bool localGlobalTF ) : void |
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
|
|
SetAttachmentPoint ( int attachmentPoint ) : void | ||
SetAvatarOnSitTarget ( UUID avatarID ) : void | ||
SetAxisRotation ( int axis, int rotate ) : void | ||
SetBlockGrab ( bool block, bool wholeObjectBlock ) : void | ||
SetBuoyancy ( float fvalue ) : void | ||
SetConeOfSilence ( double radius ) : void | ||
SetDieAtEdge ( bool p ) : void | ||
SetFaceColor ( System.Vector3 color, int face ) : void |
Set the color of prim faces
|
|
SetFloatOnWater ( int floatYN ) : void | ||
SetForce ( System.Vector3 force ) : void | ||
SetGroup ( UUID groupID ) : void | ||
SetGroupPosition ( System.Vector3 value ) : void | ||
SetHoverHeight ( float height, PIDHoverType hoverType, float tau ) : void |
Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
|
|
SetMoveToTarget ( bool Enabled, System.Vector3 target, float tau ) : void | ||
SetOffsetPosition ( System.Vector3 value ) : void | ||
SetParent ( ISceneEntity parent ) : void |
|
|
SetParentLocalId ( uint localID ) : void | ||
SetPhysActorCameraPos ( Quaternion CameraRotation ) : void | ||
SetPhysicsAxisRotation ( ) : void | ||
SetReturnAtEdge ( bool p ) : void | ||
SetRotationOffset ( bool UpdatePrimActor, Quaternion value, bool single ) : void | ||
SetScriptEvents ( UUID scriptid, long events ) : void |
Set the events that this part will pass on to listeners.
|
|
SetSoundQueueing ( int queue ) : void | ||
SetStatusSandbox ( bool p ) : void | ||
SetText ( string text, System.Vector3 color, double alpha ) : void |
Set the text displayed for this part.
|
|
SetVehicleFlags ( int param, bool remove ) : void | ||
SetVehicleFloatParam ( int param, float value ) : void | ||
SetVehicleRotationParam ( int param, Quaternion value ) : void | ||
SetVehicleType ( int type ) : void | ||
SetVehicleVectorParam ( int param, System.Vector3 value ) : void | ||
StopHover ( ) : void | ||
StopLookAt ( ) : void | ||
StopMoveToTarget ( ) : void | ||
StoreUndoState ( ) : void | ||
TestIntersectionOBB ( |
||
ToString ( ) : string | ||
ToXml ( |
Serialize this part to xml.
|
|
TriggerScriptChangedEvent ( Changed val ) : void | ||
TrimPermissions ( ) : void | ||
Undo ( ) : void | ||
UpdateColor ( Color c, bool triggerChangedColor ) : void | ||
UpdateExtraParam ( ushort type, bool inUse, byte data ) : void | ||
UpdateGroupPosition ( System.Vector3 pos ) : void | ||
UpdateLookAt ( ) : void | ||
UpdateMaterial ( int val ) : void | ||
UpdateOOBfromOOBs ( ) : void | ||
UpdateOffSet ( System.Vector3 pos ) : void |
|
|
UpdatePermissions ( UUID agentID, byte field, uint localID, uint mask, byte addRemTF ) : void | ||
UpdatePrimFlags ( bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD, ObjectFlagUpdatePacket blocks ) : bool | ||
UpdateRotation ( Quaternion rot ) : void | ||
UpdateShape ( ObjectShapePacket shapeBlock ) : void |
Update the shape of this part.
|
|
UpdateShape ( ObjectShapePacket shapeBlock, bool UpdatePhysics ) : void |
Having this function because I found when scripts updated the shape.. over and over, it would fill up the memory Having the extra parameter updatePhysics can prevent physics updates on the changes The only place this effects is if a script changes the shape If the LocklessQueue gets updated this can be removed
|
|
UpdateTexture ( |
Update the textures on the part.
|
|
UpdateTextureEntry ( byte textureEntry, bool sendChangedEvent ) : void |
Update the texture entry for this part.
|
|
aggregateScriptEvents ( ) : void | ||
clampedAABdistanceToSQ ( System.Vector3 target ) : float | ||
registerRotTargetWaypoint ( Quaternion target, float tolerance ) : int | ||
registerTargetWaypoint ( Vector3 target, float tolerance ) : int | ||
startLookAt ( Quaternion rot, float damp, float strength ) : void | ||
stopLookAt ( ) : void | ||
unregisterRotTargetWaypoint ( int handle ) : void | ||
unregisterTargetWaypoint ( int handle ) : void |
Method | Description | |
---|---|---|
HasCutHollowDimpleProfileCut ( Universe.Framework.SceneInfo.PrimType primType, PrimitiveBaseShape shape, bool &hasCut, bool &hasHollow, bool &hasDimple, bool &hasProfileCut ) : void |
Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
|
Method | Description | |
---|---|---|
ApplyMask ( uint val, bool set, uint mask ) : uint | ||
IsTerse ( PrimUpdateFlags flags ) : bool |
Check to see whether the given flags make it a terse update
|
|
TriggerScriptMovingEndEvent ( ) : void | ||
TriggerScriptMovingStartEvent ( ) : void |
public AABdistanceToSQ ( System.Vector3 target ) : float | ||
target | System.Vector3 | |
return | float |
public AddNewParticleSystem ( |
||
pSystem | ||
return | void |
public AddTextureAnimation ( |
||
pTexAnim | ||
return | void |
public AdjustSoundGain ( double volume ) : void | ||
volume | double | |
return | void |
public ApplyAngularImpulse ( System.Vector3 impulsei, bool localGlobalTF ) : void | ||
impulsei | System.Vector3 | Vector force |
localGlobalTF | bool | true for the local frame, false for the global frame |
return | void |
public ApplyImpulse ( System.Vector3 impulsei, bool localGlobalTF ) : void | ||
impulsei | System.Vector3 | Vector force |
localGlobalTF | bool | true for the local frame, false for the global frame |
return | void |
public ApplyPermissions ( uint permissions ) : void | ||
permissions | uint | |
return | void |
public AssetReceived ( string id, Object sender, |
||
id | string | |
sender | Object | |
asset | ||
return | void |
public ConvertScriptUintToByte ( uint indata ) : byte | ||
indata | uint | |
return | byte |
public Copy ( |
||
parent | ||
clonePhys | bool | |
return |
public FinishedSerializingGenericProperties ( ) : void | ||
return | void |
public FixGroupPosition ( System.Vector3 value, bool single ) : void | ||
value | System.Vector3 | |
single | bool | |
return | void |
public FixGroupPositionComum ( bool updatePrimActor, System.Vector3 value, bool single ) : void | ||
updatePrimActor | bool | |
value | System.Vector3 | |
single | bool | |
return | void |
public FixOffsetPosition ( System.Vector3 value, bool single ) : void | ||
value | System.Vector3 | |
single | bool | |
return | void |
public GenerateRotationalVelocityFromOmega ( ) : void | ||
return | void |
public GetBlockGrab ( bool wholeObjectBlock ) : bool | ||
wholeObjectBlock | bool | |
return | bool |
public GetDistanceTo ( System.Vector3 a, System.Vector3 b ) : double | ||
a | System.Vector3 | |
b | System.Vector3 | |
return | double |
public GetGeometricCenter ( ) : System.Vector3 | ||
return | System.Vector3 |
public GetPrimType ( ) : Universe.Framework.SceneInfo.PrimType | ||
return | Universe.Framework.SceneInfo.PrimType |
public GetProperties ( IClientAPI client ) : void | ||
client | IClientAPI | |
return | void |
protected static HasCutHollowDimpleProfileCut ( Universe.Framework.SceneInfo.PrimType primType, PrimitiveBaseShape shape, bool &hasCut, bool &hasHollow, bool &hasDimple, bool &hasProfileCut ) : void | ||
primType | Universe.Framework.SceneInfo.PrimType | |
shape | PrimitiveBaseShape | |
hasCut | bool | |
hasHollow | bool | |
hasDimple | bool | |
hasProfileCut | bool | |
return | void |
public MoveToTarget ( System.Vector3 target, float tau ) : void | ||
target | System.Vector3 | |
tau | float | |
return | void |
public OnGrab ( System.Vector3 offsetPos, IClientAPI remoteClient ) : void | ||
offsetPos | System.Vector3 | |
remoteClient | IClientAPI | |
return | void |
public PhysicsCollision ( |
||
e | ||
return | void |
public PhysicsOutOfBounds ( System.Vector3 pos ) : void | ||
pos | System.Vector3 | |
return | void |
public PhysicsRequestingTerseUpdate ( ) : void | ||
return | void |
public RemoveAvatarOnSitTarget ( UUID avatarID ) : void | ||
avatarID | UUID | |
return | void |
public RemoveScriptEvents ( UUID scriptid ) : void | ||
scriptid | UUID | |
return | void |
public Resize ( System.Vector3 scale ) : void | ||
scale | System.Vector3 | |
return | void |
public RotLookAt ( Quaternion target, float strength, float damping ) : void | ||
target | Quaternion | |
strength | float | |
damping | float | |
return | void |
public SceneObjectPart ( UUID ownerID, PrimitiveBaseShape shape, System.Vector3 groupPosition, Quaternion rotationOffset, System.Vector3 offsetPosition, string name ) : System | ||
ownerID | UUID | |
shape | PrimitiveBaseShape | |
groupPosition | System.Vector3 | |
rotationOffset | Quaternion | |
offsetPosition | System.Vector3 | |
name | string | |
return | System |
public ScheduleUpdate ( PrimUpdateFlags UpdateFlags ) : void | ||
UpdateFlags | PrimUpdateFlags | |
return | void |
public ScriptSetPhantomStatus ( bool Phantom ) : void | ||
Phantom | bool | |
return | void |
public ScriptSetTemporaryStatus ( bool Temporary ) : void | ||
Temporary | bool | |
return | void |
public ScriptSetVolumeDetect ( bool SetVD ) : void | ||
SetVD | bool | |
return | void |
public SendObjectPropertiesToClient ( UUID AgentID ) : void | ||
AgentID | UUID | |
return | void |
public SendSound ( string sound, double volume, bool triggered, byte flags, float radius ) : void | ||
sound | string | |
volume | double | |
triggered | bool | |
flags | byte | |
radius | float | |
return | void |
public SetAngularImpulse ( System.Vector3 impulsei, bool localGlobalTF ) : void | ||
impulsei | System.Vector3 | Vector force |
localGlobalTF | bool | true for the local frame, false for the global frame |
return | void |
public SetAttachmentPoint ( int attachmentPoint ) : void | ||
attachmentPoint | int | |
return | void |
public SetAvatarOnSitTarget ( UUID avatarID ) : void | ||
avatarID | UUID | |
return | void |
public SetAxisRotation ( int axis, int rotate ) : void | ||
axis | int | |
rotate | int | |
return | void |
public SetBlockGrab ( bool block, bool wholeObjectBlock ) : void | ||
block | bool | |
wholeObjectBlock | bool | |
return | void |
public SetConeOfSilence ( double radius ) : void | ||
radius | double | |
return | void |
public SetFaceColor ( System.Vector3 color, int face ) : void | ||
color | System.Vector3 | |
face | int | |
return | void |
public SetFloatOnWater ( int floatYN ) : void | ||
floatYN | int | |
return | void |
public SetForce ( System.Vector3 force ) : void | ||
force | System.Vector3 | |
return | void |
public SetGroupPosition ( System.Vector3 value ) : void | ||
value | System.Vector3 | |
return | void |
public SetHoverHeight ( float height, PIDHoverType hoverType, float tau ) : void | ||
height | float | Height to hover. Height of zero disables hover. |
hoverType | PIDHoverType | Determines what the height is relative to |
tau | float | Number of seconds over which to reach target |
return | void |
public SetMoveToTarget ( bool Enabled, System.Vector3 target, float tau ) : void | ||
Enabled | bool | |
target | System.Vector3 | |
tau | float | |
return | void |
public SetOffsetPosition ( System.Vector3 value ) : void | ||
value | System.Vector3 | |
return | void |
public SetParent ( ISceneEntity parent ) : void | ||
parent | ISceneEntity | |
return | void |
public SetParentLocalId ( uint localID ) : void | ||
localID | uint | |
return | void |
public SetPhysActorCameraPos ( Quaternion CameraRotation ) : void | ||
CameraRotation | Quaternion | |
return | void |
public SetRotationOffset ( bool UpdatePrimActor, Quaternion value, bool single ) : void | ||
UpdatePrimActor | bool | |
value | Quaternion | |
single | bool | |
return | void |
public SetScriptEvents ( UUID scriptid, long events ) : void | ||
scriptid | UUID | |
events | long | |
return | void |
public SetText ( string text, System.Vector3 color, double alpha ) : void | ||
text | string | |
color | System.Vector3 | |
alpha | double | |
return | void |
public SetVehicleFlags ( int param, bool remove ) : void | ||
param | int | |
remove | bool | |
return | void |
public SetVehicleFloatParam ( int param, float value ) : void | ||
param | int | |
value | float | |
return | void |
public SetVehicleRotationParam ( int param, Quaternion value ) : void | ||
param | int | |
value | Quaternion | |
return | void |
public SetVehicleVectorParam ( int param, System.Vector3 value ) : void | ||
param | int | |
value | System.Vector3 | |
return | void |
public TestIntersectionOBB ( |
||
iray | ||
parentrot | Quaternion | |
frontFacesOnly | bool | |
faceCenters | bool | |
return |
public ToXml ( |
||
xmlWriter | ||
return | void |
public TriggerScriptChangedEvent ( Changed val ) : void | ||
val | Changed | |
return | void |
public UpdateColor ( Color c, bool triggerChangedColor ) : void | ||
c | Color | |
triggerChangedColor | bool | |
return | void |
public UpdateExtraParam ( ushort type, bool inUse, byte data ) : void | ||
type | ushort | |
inUse | bool | |
data | byte | |
return | void |
public UpdateGroupPosition ( System.Vector3 pos ) : void | ||
pos | System.Vector3 | |
return | void |
public UpdateOffSet ( System.Vector3 pos ) : void | ||
pos | System.Vector3 | |
return | void |
public UpdatePermissions ( UUID agentID, byte field, uint localID, uint mask, byte addRemTF ) : void | ||
agentID | UUID | |
field | byte | |
localID | uint | |
mask | uint | |
addRemTF | byte | |
return | void |
public UpdatePrimFlags ( bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD, ObjectFlagUpdatePacket blocks ) : bool | ||
UsePhysics | bool | |
IsTemporary | bool | |
IsPhantom | bool | |
IsVD | bool | |
blocks | ObjectFlagUpdatePacket | |
return | bool |
public UpdateRotation ( Quaternion rot ) : void | ||
rot | Quaternion | |
return | void |
public UpdateShape ( ObjectShapePacket shapeBlock ) : void | ||
shapeBlock | ObjectShapePacket | |
return | void |
public UpdateShape ( ObjectShapePacket shapeBlock, bool UpdatePhysics ) : void | ||
shapeBlock | ObjectShapePacket | |
UpdatePhysics | bool | |
return | void |
public UpdateTexture ( |
||
tex | ||
sendChangedEvent | bool | |
return | void |
public UpdateTextureEntry ( byte textureEntry, bool sendChangedEvent ) : void | ||
textureEntry | byte | |
sendChangedEvent | bool | |
return | void |
public clampedAABdistanceToSQ ( System.Vector3 target ) : float | ||
target | System.Vector3 | |
return | float |
public registerRotTargetWaypoint ( Quaternion target, float tolerance ) : int | ||
target | Quaternion | |
tolerance | float | |
return | int |
public registerTargetWaypoint ( Vector3 target, float tolerance ) : int | ||
target | Vector3 | |
tolerance | float | |
return | int |
public startLookAt ( Quaternion rot, float damp, float strength ) : void | ||
rot | Quaternion | |
damp | float | |
strength | float | |
return | void |
public unregisterRotTargetWaypoint ( int handle ) : void | ||
handle | int | |
return | void |
public unregisterTargetWaypoint ( int handle ) : void | ||
handle | int | |
return | void |
protected Vector3,System m_angularVelocity | ||
return | System.Vector3 |
protected SceneObjectPartInventory,Universe.Region m_inventory | ||
return |
protected Vector3,System m_lastAcceleration | ||
return | System.Vector3 |
protected Vector3,System m_lastAngularVelocity | ||
return | System.Vector3 |
protected Vector3,System m_lastGroupPosition | ||
return | System.Vector3 |
protected SceneObjectGroup,Universe.Region m_parentGroup | ||
return |