C# Class OpenSim.Region.Framework.Scenes.SceneGraph

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.
Mostrar archivo Open project: N3X15/VoxelSim Class Usage Examples

Protected Properties

Property Type Description
Entities OpenSim.Framework.EntityManager
RestorePresences ScenePresence>.Dictionary
SceneObjectGroupsByFullID SceneObjectGroup>.Dictionary
SceneObjectGroupsByLocalID SceneObjectGroup>.Dictionary
_PhyScene PhysicsScene
m_activeScripts int
m_numChildAgents int
m_numPrim int
m_numRootAgents int
m_parentScene Scene
m_physicalPrim int
m_presenceLock object
m_regInfo RegionInfo
m_scenePresenceArray List
m_scenePresenceMap ScenePresence>.Dictionary
m_scriptLPS int
m_syncRoot object
m_updateList SceneObjectGroup>.Dictionary

Public Methods

Method Description
AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, System.Vector3 pos, Quaternion rot, System.Vector3 vel ) : bool

Add a newly created object to the scene.

DeleteSceneObject ( UUID uuid, bool resultOfObjectLinked ) : bool

Delete an object from the scene

DropObject ( uint objectLocalID, IClientAPI remoteClient ) : void
DuplicateObject ( uint originalPrimID, System.Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot ) : SceneObjectGroup

Duplicate the given object.

ForEachScenePresence ( Action action ) : void

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.

GetActiveObjectsCount ( ) : int
GetActiveScriptsCount ( ) : int
GetChildAgentCount ( ) : int
GetCoarseLocations ( List &coarseLocations, List &avatarUUIDs, uint maxLocations ) : void
GetControllingClient ( UUID agentId ) : IClientAPI

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).

this used to be protected internal, but that prevents CapabilitiesModule from accessing it

GetGroupByPrim ( uint localID ) : SceneObjectGroup

Get a scene object group that contains the prim with the given local id

GetRootAgentCount ( ) : int
GetScriptLPS ( ) : int
GetTopScripts ( ) : float>.Dictionary
GetTotalObjectsCount ( ) : int
RecalculateStats ( ) : void
UpdatePrimPosition ( uint localID, Vector3 pos, IClientAPI remoteClient ) : void

Update the position of the given part

removeUserCount ( bool TypeRCTF ) : void

Protected Methods

Method Description
AddActiveScripts ( int number ) : void
AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool

Add a newly created object to the scene. This will both update the scene, and send information about the new object to all clients interested in the scene.

AddPhysicalPrim ( int number ) : void
AddRestoredSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates ) : bool

Add an object into the scene that has come from storage

AddSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool

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.

AddScenePresence ( ScenePresence presence ) : void

Add a presence to the scene

AddToScriptLPS ( int number ) : void
AddToUpdateList ( SceneObjectGroup obj ) : void

Add an object to the list of prims to process on the next update

Close ( ) : void
ConvertLocalIDToFullID ( uint localID ) : UUID
CreateAndAddChildScenePresence ( IClientAPI client, AvatarAppearance appearance ) : ScenePresence
DelinkObjects ( List prims ) : void

Delink a linkset

DuplicateObject ( uint originalPrim, System.Vector3 offset, uint flags, UUID AgentID, UUID GroupID ) : void

Duplicate the given object, Fire and Forget, No rotation, no return wrapper

ForEachSOG ( Action action ) : void

Performs action on all scene object groups.

GetClosestIntersectingPrim ( Ray hray, bool frontFacesOnly, bool faceCenters ) : EntityIntersection
GetEntities ( ) : EntityBase[]

Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over it

GetSceneObjectPart ( UUID fullID ) : SceneObjectPart

Get a part contained in this scene.

GetSceneObjectPart ( string name ) : SceneObjectPart

Get a named prim contained in this scene (will return the first found, if there are more than one prim with the same name)

GetSceneObjectPart ( uint localID ) : SceneObjectPart

Get a part contained in this scene.

GetScenePresence ( UUID agentID ) : ScenePresence

Request a scene presence by UUID. Fast, indexed lookup.

GetScenePresence ( string firstName, string lastName ) : ScenePresence

Request the scene presence by name.

GetScenePresence ( uint localID ) : ScenePresence

Request the scene presence by localID.

HandleObjectGroupUpdate ( IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage ) : void
HandleRedo ( IClientAPI remoteClient, UUID primId ) : void
HandleUndo ( IClientAPI remoteClient, UUID primId ) : void
LinkObjects ( SceneObjectPart root, List children ) : void

Initial method invoked when we receive a link objects request from the client.

MakeObjectSearchable ( IClientAPI remoteClient, bool IncludeInSearch, uint localID ) : void
MoveObject ( UUID objectID, System.Vector3 offset, System.Vector3 pos, IClientAPI remoteClient, List surfaceArgs ) : void

Move the given object

PrimClickAction ( IClientAPI remoteClient, uint primLocalID, string clickAction ) : void
PrimDescription ( IClientAPI remoteClient, uint primLocalID, string description ) : void

PrimMaterial ( IClientAPI remoteClient, uint primLocalID, string material ) : void
PrimName ( IClientAPI remoteClient, uint primLocalID, string name ) : void

RemovePhysicalPrim ( int number ) : void
RemoveScenePresence ( UUID agentID ) : void

Remove a presence from the scene

RequestObjectPropertiesFamily ( IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID ) : void

This handles the nifty little tool tip that you get when you drag your mouse over an object Send to the Object Group to process. We don't know enough to service the request

SceneGraph ( Scene parent, RegionInfo regInfo ) : System
SpinObject ( UUID objectID, Quaternion rotation, IClientAPI remoteClient ) : void

Spin the given object

SpinStart ( UUID objectID, IClientAPI remoteClient ) : void

Start spinning the given object

SwapRootChildAgent ( bool direction_RC_CR_T_F ) : void
TryGetAvatarByName ( string name, ScenePresence &avatar ) : bool
TryGetScenePresence ( UUID agentID, ScenePresence &avatar ) : bool
UpdateExtraParam ( UUID agentID, uint primLocalID, ushort type, bool inUse, byte data ) : void
UpdateObjectGroups ( ) : void

Process all pending updates

UpdatePhysics ( double elapsed ) : float
UpdatePreparePhysics ( ) : void
UpdatePresences ( ) : void
UpdatePrimFlags ( uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient ) : void

UpdatePrimGroupScale ( uint localID, Vector3 scale, IClientAPI remoteClient ) : void
UpdatePrimRotation ( uint localID, Quaternion rot, IClientAPI remoteClient ) : void

UpdatePrimRotation ( uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient ) : void

UpdatePrimScale ( uint localID, Vector3 scale, IClientAPI remoteClient ) : void

UpdatePrimShape ( UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock ) : void

UpdatePrimSinglePosition ( uint localID, Vector3 pos, IClientAPI remoteClient ) : void

Update the position of the given part

UpdatePrimSingleRotation ( uint localID, Quaternion rot, IClientAPI remoteClient ) : void

UpdatePrimSingleRotationPosition ( uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient ) : void

UpdatePrimTexture ( uint localID, byte texture, IClientAPI remoteClient ) : void

Update the texture entry of the given prim.

UpdateScenePresenceMovement ( ) : void
Vector3Distance ( Vector3 v1, Vector3 v2 ) : float

Calculates the distance between two Vector3s

physicsBasedCrash ( ) : void

Private Methods

Method Description
GetGroupByPrim ( UUID fullID ) : SceneObjectGroup

Get a scene object group that contains the prim with the given uuid

GetScenePresences ( ) : List

Get a reference to the scene presence list. Changes to the list will be done in a copy There is no guarantee that presences will remain in the scene after the list is returned. This list should remain private to SceneGraph. Callers wishing to iterate should instead pass a delegate to ForEachScenePresence.

Method Details

AddActiveScripts() protected method

protected AddActiveScripts ( int number ) : void
number int
return void

AddNewSceneObject() public method

Add a newly created object to the scene.
public AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, System.Vector3 pos, Quaternion rot, System.Vector3 vel ) : bool
sceneObject SceneObjectGroup
attachToBackup bool
pos System.Vector3 Position of the object
rot Quaternion Rotation of the object
vel System.Vector3 Velocity of the object. This parameter only has an effect if the object is physical
return bool

AddNewSceneObject() protected method

Add a newly created object to the scene. This will both update the scene, and send information about the new object to all clients interested in the scene.
protected AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts ///
sendClientUpdates bool
return bool

AddPhysicalPrim() protected method

protected AddPhysicalPrim ( int number ) : void
number int
return void

AddRestoredSceneObject() protected method

Add an object into the scene that has come from storage
protected AddRestoredSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, changes to the object will be reflected in its persisted data /// If false, the persisted data will not be changed even if the object in the scene is changed ///
alreadyPersisted bool /// If true, we won't persist this object until it changes /// If false, we'll persist this object immediately ///
sendClientUpdates bool /// If true, we send updates to the client to tell it about this object /// If false, we leave it up to the caller to do this ///
return bool

AddSceneObject() protected method

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.
protected AddSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts ///
sendClientUpdates bool /// 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 ///
return bool

AddScenePresence() protected method

Add a presence to the scene
protected AddScenePresence ( ScenePresence presence ) : void
presence ScenePresence
return void

AddToScriptLPS() protected method

protected AddToScriptLPS ( int number ) : void
number int
return void

AddToUpdateList() protected method

Add an object to the list of prims to process on the next update
protected AddToUpdateList ( SceneObjectGroup obj ) : void
obj SceneObjectGroup /// A ///
return void

Close() protected method

protected Close ( ) : void
return void

ConvertLocalIDToFullID() protected method

protected ConvertLocalIDToFullID ( uint localID ) : UUID
localID uint
return UUID

CreateAndAddChildScenePresence() protected method

protected CreateAndAddChildScenePresence ( IClientAPI client, AvatarAppearance appearance ) : ScenePresence
client IClientAPI
appearance OpenSim.Framework.AvatarAppearance
return ScenePresence

DeleteSceneObject() public method

Delete an object from the scene
public DeleteSceneObject ( UUID uuid, bool resultOfObjectLinked ) : bool
uuid UUID
resultOfObjectLinked bool
return bool

DelinkObjects() protected method

Delink a linkset
protected DelinkObjects ( List prims ) : void
prims List
return void

DropObject() public method

public DropObject ( uint objectLocalID, IClientAPI remoteClient ) : void
objectLocalID uint
remoteClient IClientAPI
return void

DuplicateObject() public method

Duplicate the given object.
public DuplicateObject ( uint originalPrimID, System.Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot ) : SceneObjectGroup
originalPrimID uint
offset System.Vector3
flags uint
AgentID UUID
GroupID UUID
rot Quaternion
return SceneObjectGroup

DuplicateObject() protected method

Duplicate the given object, Fire and Forget, No rotation, no return wrapper
protected DuplicateObject ( uint originalPrim, System.Vector3 offset, uint flags, UUID AgentID, UUID GroupID ) : void
originalPrim uint
offset System.Vector3
flags uint
AgentID UUID
GroupID UUID
return void

ForEachSOG() protected method

Performs action on all scene object groups.
protected ForEachSOG ( Action action ) : void
action Action
return void

ForEachScenePresence() public method

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.
public ForEachScenePresence ( Action action ) : void
action Action
return void

GetActiveObjectsCount() public method

public GetActiveObjectsCount ( ) : int
return int

GetActiveScriptsCount() public method

public GetActiveScriptsCount ( ) : int
return int

GetChildAgentCount() public method

public GetChildAgentCount ( ) : int
return int

GetClosestIntersectingPrim() protected method

protected GetClosestIntersectingPrim ( Ray hray, bool frontFacesOnly, bool faceCenters ) : EntityIntersection
hray OpenMetaverse.Ray
frontFacesOnly bool
faceCenters bool
return EntityIntersection

GetCoarseLocations() public method

public GetCoarseLocations ( List &coarseLocations, List &avatarUUIDs, uint maxLocations ) : void
coarseLocations List
avatarUUIDs List
maxLocations uint
return void

GetControllingClient() public method

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).
this used to be protected internal, but that prevents CapabilitiesModule from accessing it
public GetControllingClient ( UUID agentId ) : IClientAPI
agentId UUID
return IClientAPI

GetEntities() protected method

Returns a list of the entities in the scene. This is a new list so no locking is required to iterate over it
protected GetEntities ( ) : EntityBase[]
return EntityBase[]

GetGroupByPrim() public method

Get a scene object group that contains the prim with the given local id
public GetGroupByPrim ( uint localID ) : SceneObjectGroup
localID uint
return SceneObjectGroup

GetRootAgentCount() public method

public GetRootAgentCount ( ) : int
return int

GetSceneObjectPart() protected method

Get a part contained in this scene.
protected GetSceneObjectPart ( UUID fullID ) : SceneObjectPart
fullID UUID
return SceneObjectPart

GetSceneObjectPart() protected method

Get a named prim contained in this scene (will return the first found, if there are more than one prim with the same name)
protected GetSceneObjectPart ( string name ) : SceneObjectPart
name string
return SceneObjectPart

GetSceneObjectPart() protected method

Get a part contained in this scene.
protected GetSceneObjectPart ( uint localID ) : SceneObjectPart
localID uint
return SceneObjectPart

GetScenePresence() protected method

Request a scene presence by UUID. Fast, indexed lookup.
protected GetScenePresence ( UUID agentID ) : ScenePresence
agentID UUID
return ScenePresence

GetScenePresence() protected method

Request the scene presence by name.
protected GetScenePresence ( string firstName, string lastName ) : ScenePresence
firstName string
lastName string
return ScenePresence

GetScenePresence() protected method

Request the scene presence by localID.
protected GetScenePresence ( uint localID ) : ScenePresence
localID uint
return ScenePresence

GetScriptLPS() public method

public GetScriptLPS ( ) : int
return int

GetTopScripts() public method

public GetTopScripts ( ) : float>.Dictionary
return float>.Dictionary

GetTotalObjectsCount() public method

public GetTotalObjectsCount ( ) : int
return int

HandleObjectGroupUpdate() protected method

protected HandleObjectGroupUpdate ( IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage ) : void
remoteClient IClientAPI
GroupID UUID
objectLocalID uint
Garbage UUID
return void

HandleRedo() protected method

protected HandleRedo ( IClientAPI remoteClient, UUID primId ) : void
remoteClient IClientAPI
primId UUID
return void

HandleUndo() protected method

protected HandleUndo ( IClientAPI remoteClient, UUID primId ) : void
remoteClient IClientAPI
primId UUID
return void

LinkObjects() protected method

Initial method invoked when we receive a link objects request from the client.
protected LinkObjects ( SceneObjectPart root, List children ) : void
root SceneObjectPart
children List
return void

MakeObjectSearchable() protected method

protected MakeObjectSearchable ( IClientAPI remoteClient, bool IncludeInSearch, uint localID ) : void
remoteClient IClientAPI
IncludeInSearch bool
localID uint
return void

MoveObject() protected method

Move the given object
protected MoveObject ( UUID objectID, System.Vector3 offset, System.Vector3 pos, IClientAPI remoteClient, List surfaceArgs ) : void
objectID UUID
offset System.Vector3
pos System.Vector3
remoteClient IClientAPI
surfaceArgs List
return void

PrimClickAction() protected method

protected PrimClickAction ( IClientAPI remoteClient, uint primLocalID, string clickAction ) : void
remoteClient IClientAPI
primLocalID uint
clickAction string
return void

PrimDescription() protected method

protected PrimDescription ( IClientAPI remoteClient, uint primLocalID, string description ) : void
remoteClient IClientAPI
primLocalID uint
description string
return void

PrimMaterial() protected method

protected PrimMaterial ( IClientAPI remoteClient, uint primLocalID, string material ) : void
remoteClient IClientAPI
primLocalID uint
material string
return void

PrimName() protected method

protected PrimName ( IClientAPI remoteClient, uint primLocalID, string name ) : void
remoteClient IClientAPI
primLocalID uint
name string
return void

RecalculateStats() public method

public RecalculateStats ( ) : void
return void

RemovePhysicalPrim() protected method

protected RemovePhysicalPrim ( int number ) : void
number int
return void

RemoveScenePresence() protected method

Remove a presence from the scene
protected RemoveScenePresence ( UUID agentID ) : void
agentID UUID
return void

RequestObjectPropertiesFamily() protected method

This handles the nifty little tool tip that you get when you drag your mouse over an object Send to the Object Group to process. We don't know enough to service the request
protected RequestObjectPropertiesFamily ( IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID ) : void
remoteClient IClientAPI
AgentID UUID
RequestFlags uint
ObjectID UUID
return void

SceneGraph() protected method

protected SceneGraph ( Scene parent, RegionInfo regInfo ) : System
parent Scene
regInfo RegionInfo
return System

SpinObject() protected method

Spin the given object
protected SpinObject ( UUID objectID, Quaternion rotation, IClientAPI remoteClient ) : void
objectID UUID
rotation Quaternion
remoteClient IClientAPI
return void

SpinStart() protected method

Start spinning the given object
protected SpinStart ( UUID objectID, IClientAPI remoteClient ) : void
objectID UUID
remoteClient IClientAPI
return void

SwapRootChildAgent() protected method

protected SwapRootChildAgent ( bool direction_RC_CR_T_F ) : void
direction_RC_CR_T_F bool
return void

TryGetAvatarByName() protected method

protected TryGetAvatarByName ( string name, ScenePresence &avatar ) : bool
name string
avatar ScenePresence
return bool

TryGetScenePresence() protected method

protected TryGetScenePresence ( UUID agentID, ScenePresence &avatar ) : bool
agentID UUID
avatar ScenePresence
return bool

UpdateExtraParam() protected method

protected UpdateExtraParam ( UUID agentID, uint primLocalID, ushort type, bool inUse, byte data ) : void
agentID UUID
primLocalID uint
type ushort
inUse bool
data byte
return void

UpdateObjectGroups() protected method

Process all pending updates
protected UpdateObjectGroups ( ) : void
return void

UpdatePhysics() protected method

protected UpdatePhysics ( double elapsed ) : float
elapsed double
return float

UpdatePreparePhysics() protected method

protected UpdatePreparePhysics ( ) : void
return void

UpdatePresences() protected method

protected UpdatePresences ( ) : void
return void

UpdatePrimFlags() protected method

protected UpdatePrimFlags ( uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient ) : void
localID uint
UsePhysics bool
IsTemporary bool
IsPhantom bool
remoteClient IClientAPI
return void

UpdatePrimGroupScale() protected method

protected UpdatePrimGroupScale ( uint localID, Vector3 scale, IClientAPI remoteClient ) : void
localID uint
scale Vector3
remoteClient IClientAPI
return void

UpdatePrimPosition() public method

Update the position of the given part
public UpdatePrimPosition ( uint localID, Vector3 pos, IClientAPI remoteClient ) : void
localID uint
pos Vector3
remoteClient IClientAPI
return void

UpdatePrimRotation() protected method

protected UpdatePrimRotation ( uint localID, Quaternion rot, IClientAPI remoteClient ) : void
localID uint
rot Quaternion
remoteClient IClientAPI
return void

UpdatePrimRotation() protected method

protected UpdatePrimRotation ( uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient ) : void
localID uint
pos Vector3
rot Quaternion
remoteClient IClientAPI
return void

UpdatePrimScale() protected method

protected UpdatePrimScale ( uint localID, Vector3 scale, IClientAPI remoteClient ) : void
localID uint
scale Vector3
remoteClient IClientAPI
return void

UpdatePrimShape() protected method

protected UpdatePrimShape ( UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock ) : void
agentID UUID
primLocalID uint
shapeBlock UpdateShapeArgs
return void

UpdatePrimSinglePosition() protected method

Update the position of the given part
protected UpdatePrimSinglePosition ( uint localID, Vector3 pos, IClientAPI remoteClient ) : void
localID uint
pos Vector3
remoteClient IClientAPI
return void

UpdatePrimSingleRotation() protected method

protected UpdatePrimSingleRotation ( uint localID, Quaternion rot, IClientAPI remoteClient ) : void
localID uint
rot Quaternion
remoteClient IClientAPI
return void

UpdatePrimSingleRotationPosition() protected method

protected UpdatePrimSingleRotationPosition ( uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient ) : void
localID uint
rot Quaternion
pos Vector3
remoteClient IClientAPI
return void

UpdatePrimTexture() protected method

Update the texture entry of the given prim.
protected UpdatePrimTexture ( uint localID, byte texture, IClientAPI remoteClient ) : void
localID uint
texture byte
remoteClient IClientAPI
return void

UpdateScenePresenceMovement() protected method

protected UpdateScenePresenceMovement ( ) : void
return void

Vector3Distance() protected method

Calculates the distance between two Vector3s
protected Vector3Distance ( Vector3 v1, Vector3 v2 ) : float
v1 Vector3
v2 Vector3
return float

physicsBasedCrash() protected method

protected physicsBasedCrash ( ) : void
return void

removeUserCount() public method

public removeUserCount ( bool TypeRCTF ) : void
TypeRCTF bool
return void

Property Details

Entities protected_oe property

protected EntityManager,OpenSim.Framework Entities
return OpenSim.Framework.EntityManager

RestorePresences protected_oe property

protected Dictionary RestorePresences
return ScenePresence>.Dictionary

SceneObjectGroupsByFullID protected_oe property

protected Dictionary SceneObjectGroupsByFullID
return SceneObjectGroup>.Dictionary

SceneObjectGroupsByLocalID protected_oe property

protected Dictionary SceneObjectGroupsByLocalID
return SceneObjectGroup>.Dictionary

_PhyScene protected_oe property

protected PhysicsScene _PhyScene
return PhysicsScene

m_activeScripts protected_oe property

protected int m_activeScripts
return int

m_numChildAgents protected_oe property

protected int m_numChildAgents
return int

m_numPrim protected_oe property

protected int m_numPrim
return int

m_numRootAgents protected_oe property

protected int m_numRootAgents
return int

m_parentScene protected_oe property

protected Scene m_parentScene
return Scene

m_physicalPrim protected_oe property

protected int m_physicalPrim
return int

m_presenceLock protected_oe property

protected object m_presenceLock
return object

m_regInfo protected_oe property

protected RegionInfo m_regInfo
return RegionInfo

m_scenePresenceArray protected_oe property

protected List m_scenePresenceArray
return List

m_scenePresenceMap protected_oe property

protected Dictionary m_scenePresenceMap
return ScenePresence>.Dictionary

m_scriptLPS protected_oe property

protected int m_scriptLPS
return int

m_syncRoot protected_oe property

protected object m_syncRoot
return object

m_updateList protected_oe property

protected Dictionary m_updateList
return SceneObjectGroup>.Dictionary