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 |
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m_scenePresenceMap | ScenePresence>.Dictionary | ||
m_scriptLPS | int | ||
m_syncRoot | object | ||
m_updateList | SceneObjectGroup>.Dictionary |
Method | Description | |
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AddNewSceneObject ( |
Add a newly created object to the scene.
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DeleteSceneObject ( UUID uuid, bool resultOfObjectLinked ) : bool |
Delete an object from the scene
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DropObject ( uint objectLocalID, IClientAPI remoteClient ) : void | ||
DuplicateObject ( uint originalPrimID, System.Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot ) : |
Duplicate the given object.
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ForEachScenePresence ( Action |
Performs action on all scene presences. This can ultimately run the actions in parallel but any delegates passed in will need to implement their own locking on data they reference and modify outside of the scope of the delegate.
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GetActiveObjectsCount ( ) : int | ||
GetActiveScriptsCount ( ) : int | ||
GetChildAgentCount ( ) : int | ||
GetCoarseLocations ( List |
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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 |
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GetGroupByPrim ( uint localID ) : |
Get a scene object group that contains the prim with the given local id
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GetRootAgentCount ( ) : int | ||
GetScriptLPS ( ) : int | ||
GetTopScripts ( ) : float>.Dictionary |
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GetTotalObjectsCount ( ) : int | ||
RecalculateStats ( ) : void | ||
UpdatePrimPosition ( uint localID, Vector3 pos, IClientAPI remoteClient ) : void |
Update the position of the given part
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removeUserCount ( bool TypeRCTF ) : void |
Method | Description | |
---|---|---|
AddActiveScripts ( int number ) : void | ||
AddNewSceneObject ( |
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.
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AddPhysicalPrim ( int number ) : void | ||
AddRestoredSceneObject ( |
Add an object into the scene that has come from storage
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AddSceneObject ( |
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.
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AddScenePresence ( |
Add a presence to the scene
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AddToScriptLPS ( int number ) : void | ||
AddToUpdateList ( |
Add an object to the list of prims to process on the next update
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Close ( ) : void | ||
ConvertLocalIDToFullID ( uint localID ) : UUID | ||
CreateAndAddChildScenePresence ( IClientAPI client, |
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DelinkObjects ( List |
Delink a linkset
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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
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ForEachSOG ( Action |
Performs action on all scene object groups.
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GetClosestIntersectingPrim ( |
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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
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GetSceneObjectPart ( UUID fullID ) : |
Get a part contained in this scene.
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GetSceneObjectPart ( string name ) : |
Get a named prim contained in this scene (will return the first found, if there are more than one prim with the same name)
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GetSceneObjectPart ( uint localID ) : |
Get a part contained in this scene.
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GetScenePresence ( UUID agentID ) : |
Request a scene presence by UUID. Fast, indexed lookup.
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GetScenePresence ( string firstName, string lastName ) : |
Request the scene presence by name.
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GetScenePresence ( uint localID ) : |
Request the scene presence by localID.
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HandleObjectGroupUpdate ( IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage ) : void | ||
HandleRedo ( IClientAPI remoteClient, UUID primId ) : void | ||
HandleUndo ( IClientAPI remoteClient, UUID primId ) : void | ||
LinkObjects ( |
Initial method invoked when we receive a link objects request from the client.
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MakeObjectSearchable ( IClientAPI remoteClient, bool IncludeInSearch, uint localID ) : void | ||
MoveObject ( UUID objectID, System.Vector3 offset, System.Vector3 pos, IClientAPI remoteClient, List |
Move the given object
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PrimClickAction ( IClientAPI remoteClient, uint primLocalID, string clickAction ) : void | ||
PrimDescription ( IClientAPI remoteClient, uint primLocalID, string description ) : void |
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PrimMaterial ( IClientAPI remoteClient, uint primLocalID, string material ) : void | ||
PrimName ( IClientAPI remoteClient, uint primLocalID, string name ) : void |
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RemovePhysicalPrim ( int number ) : void | ||
RemoveScenePresence ( UUID agentID ) : void |
Remove a presence from the scene
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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
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SceneGraph ( Scene parent, RegionInfo regInfo ) : System | ||
SpinObject ( UUID objectID, Quaternion rotation, IClientAPI remoteClient ) : void |
Spin the given object
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SpinStart ( UUID objectID, IClientAPI remoteClient ) : void |
Start spinning the given object
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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
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UpdatePhysics ( double elapsed ) : float | ||
UpdatePreparePhysics ( ) : void | ||
UpdatePresences ( ) : void | ||
UpdatePrimFlags ( uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient ) : void |
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UpdatePrimGroupScale ( uint localID, Vector3 scale, IClientAPI remoteClient ) : void | ||
UpdatePrimRotation ( uint localID, Quaternion rot, IClientAPI remoteClient ) : void |
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UpdatePrimRotation ( uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient ) : void |
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UpdatePrimScale ( uint localID, Vector3 scale, IClientAPI remoteClient ) : void |
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UpdatePrimShape ( UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock ) : void |
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UpdatePrimSinglePosition ( uint localID, Vector3 pos, IClientAPI remoteClient ) : void |
Update the position of the given part
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UpdatePrimSingleRotation ( uint localID, Quaternion rot, IClientAPI remoteClient ) : void |
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UpdatePrimSingleRotationPosition ( uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient ) : void |
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UpdatePrimTexture ( uint localID, byte texture, IClientAPI remoteClient ) : void |
Update the texture entry of the given prim.
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UpdateScenePresenceMovement ( ) : void | ||
Vector3Distance ( Vector3 v1, Vector3 v2 ) : float |
Calculates the distance between two Vector3s
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physicsBasedCrash ( ) : void |
Method | Description | |
---|---|---|
GetGroupByPrim ( UUID fullID ) : |
Get a scene object group that contains the prim with the given uuid
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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.
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protected AddActiveScripts ( int number ) : void | ||
number | int | |
return | void |
public AddNewSceneObject ( |
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sceneObject | ||
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 |
protected AddNewSceneObject ( |
||
sceneObject | ||
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 |
protected AddPhysicalPrim ( int number ) : void | ||
number | int | |
return | void |
protected AddRestoredSceneObject ( |
||
sceneObject | ||
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 |
protected AddSceneObject ( |
||
sceneObject | ||
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 |
protected AddScenePresence ( |
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presence | ||
return | void |
protected AddToScriptLPS ( int number ) : void | ||
number | int | |
return | void |
protected AddToUpdateList ( |
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obj |
/// A |
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return | void |
protected ConvertLocalIDToFullID ( uint localID ) : UUID | ||
localID | uint | |
return | UUID |
protected CreateAndAddChildScenePresence ( IClientAPI client, |
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client | IClientAPI | |
appearance | ||
return |
public DeleteSceneObject ( UUID uuid, bool resultOfObjectLinked ) : bool | ||
uuid | UUID | |
resultOfObjectLinked | bool | |
return | bool |
protected DelinkObjects ( List |
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prims | List |
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return | void |
public DropObject ( uint objectLocalID, IClientAPI remoteClient ) : void | ||
objectLocalID | uint | |
remoteClient | IClientAPI | |
return | void |
public DuplicateObject ( uint originalPrimID, System.Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot ) : |
||
originalPrimID | uint | |
offset | System.Vector3 | |
flags | uint | |
AgentID | UUID | |
GroupID | UUID | |
rot | Quaternion | |
return |
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 |
protected ForEachSOG ( Action |
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action | Action |
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return | void |
public ForEachScenePresence ( Action |
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action | Action |
|
return | void |
protected GetClosestIntersectingPrim ( |
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hray | ||
frontFacesOnly | bool | |
faceCenters | bool | |
return | EntityIntersection |
public GetCoarseLocations ( List |
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coarseLocations | List |
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avatarUUIDs | List |
|
maxLocations | uint | |
return | void |
public GetControllingClient ( UUID agentId ) : IClientAPI | ||
agentId | UUID | |
return | IClientAPI |
public GetGroupByPrim ( uint localID ) : |
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localID | uint | |
return |
protected GetSceneObjectPart ( UUID fullID ) : |
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fullID | UUID | |
return |
protected GetSceneObjectPart ( string name ) : |
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name | string | |
return |
protected GetSceneObjectPart ( uint localID ) : |
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localID | uint | |
return |
protected GetScenePresence ( UUID agentID ) : |
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agentID | UUID | |
return |
protected GetScenePresence ( string firstName, string lastName ) : |
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firstName | string | |
lastName | string | |
return |
protected GetScenePresence ( uint localID ) : |
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localID | uint | |
return |
protected HandleObjectGroupUpdate ( IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage ) : void | ||
remoteClient | IClientAPI | |
GroupID | UUID | |
objectLocalID | uint | |
Garbage | UUID | |
return | void |
protected HandleRedo ( IClientAPI remoteClient, UUID primId ) : void | ||
remoteClient | IClientAPI | |
primId | UUID | |
return | void |
protected HandleUndo ( IClientAPI remoteClient, UUID primId ) : void | ||
remoteClient | IClientAPI | |
primId | UUID | |
return | void |
protected LinkObjects ( |
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root | ||
children | List |
|
return | void |
protected MakeObjectSearchable ( IClientAPI remoteClient, bool IncludeInSearch, uint localID ) : void | ||
remoteClient | IClientAPI | |
IncludeInSearch | bool | |
localID | uint | |
return | void |
protected MoveObject ( UUID objectID, System.Vector3 offset, System.Vector3 pos, IClientAPI remoteClient, List |
||
objectID | UUID | |
offset | System.Vector3 | |
pos | System.Vector3 | |
remoteClient | IClientAPI | |
surfaceArgs | List |
|
return | void |
protected PrimClickAction ( IClientAPI remoteClient, uint primLocalID, string clickAction ) : void | ||
remoteClient | IClientAPI | |
primLocalID | uint | |
clickAction | string | |
return | void |
protected PrimDescription ( IClientAPI remoteClient, uint primLocalID, string description ) : void | ||
remoteClient | IClientAPI | |
primLocalID | uint | |
description | string | |
return | void |
protected PrimMaterial ( IClientAPI remoteClient, uint primLocalID, string material ) : void | ||
remoteClient | IClientAPI | |
primLocalID | uint | |
material | string | |
return | void |
protected PrimName ( IClientAPI remoteClient, uint primLocalID, string name ) : void | ||
remoteClient | IClientAPI | |
primLocalID | uint | |
name | string | |
return | void |
protected RemovePhysicalPrim ( int number ) : void | ||
number | int | |
return | void |
protected RemoveScenePresence ( UUID agentID ) : void | ||
agentID | UUID | |
return | void |
protected RequestObjectPropertiesFamily ( IClientAPI remoteClient, UUID AgentID, uint RequestFlags, UUID ObjectID ) : void | ||
remoteClient | IClientAPI | |
AgentID | UUID | |
RequestFlags | uint | |
ObjectID | UUID | |
return | void |
protected SceneGraph ( Scene parent, RegionInfo regInfo ) : System | ||
parent | Scene | |
regInfo | RegionInfo | |
return | System |
protected SpinObject ( UUID objectID, Quaternion rotation, IClientAPI remoteClient ) : void | ||
objectID | UUID | |
rotation | Quaternion | |
remoteClient | IClientAPI | |
return | void |
protected SpinStart ( UUID objectID, IClientAPI remoteClient ) : void | ||
objectID | UUID | |
remoteClient | IClientAPI | |
return | void |
protected SwapRootChildAgent ( bool direction_RC_CR_T_F ) : void | ||
direction_RC_CR_T_F | bool | |
return | void |
protected TryGetAvatarByName ( string name, ScenePresence &avatar ) : bool | ||
name | string | |
avatar | ScenePresence | |
return | bool |
protected TryGetScenePresence ( UUID agentID, ScenePresence &avatar ) : bool | ||
agentID | UUID | |
avatar | ScenePresence | |
return | bool |
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 |
protected UpdatePhysics ( double elapsed ) : float | ||
elapsed | double | |
return | float |
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 |
protected UpdatePrimGroupScale ( uint localID, Vector3 scale, IClientAPI remoteClient ) : void | ||
localID | uint | |
scale | Vector3 | |
remoteClient | IClientAPI | |
return | void |
public UpdatePrimPosition ( uint localID, Vector3 pos, IClientAPI remoteClient ) : void | ||
localID | uint | |
pos | Vector3 | |
remoteClient | IClientAPI | |
return | void |
protected UpdatePrimRotation ( uint localID, Quaternion rot, IClientAPI remoteClient ) : void | ||
localID | uint | |
rot | Quaternion | |
remoteClient | IClientAPI | |
return | void |
protected UpdatePrimRotation ( uint localID, Vector3 pos, Quaternion rot, IClientAPI remoteClient ) : void | ||
localID | uint | |
pos | Vector3 | |
rot | Quaternion | |
remoteClient | IClientAPI | |
return | void |
protected UpdatePrimScale ( uint localID, Vector3 scale, IClientAPI remoteClient ) : void | ||
localID | uint | |
scale | Vector3 | |
remoteClient | IClientAPI | |
return | void |
protected UpdatePrimShape ( UUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock ) : void | ||
agentID | UUID | |
primLocalID | uint | |
shapeBlock | UpdateShapeArgs | |
return | void |
protected UpdatePrimSinglePosition ( uint localID, Vector3 pos, IClientAPI remoteClient ) : void | ||
localID | uint | |
pos | Vector3 | |
remoteClient | IClientAPI | |
return | void |
protected UpdatePrimSingleRotation ( uint localID, Quaternion rot, IClientAPI remoteClient ) : void | ||
localID | uint | |
rot | Quaternion | |
remoteClient | IClientAPI | |
return | void |
protected UpdatePrimSingleRotationPosition ( uint localID, Quaternion rot, Vector3 pos, IClientAPI remoteClient ) : void | ||
localID | uint | |
rot | Quaternion | |
pos | Vector3 | |
remoteClient | IClientAPI | |
return | void |
protected UpdatePrimTexture ( uint localID, byte texture, IClientAPI remoteClient ) : void | ||
localID | uint | |
texture | byte | |
remoteClient | IClientAPI | |
return | void |
protected UpdateScenePresenceMovement ( ) : void | ||
return | void |
protected Vector3Distance ( Vector3 v1, Vector3 v2 ) : float | ||
v1 | Vector3 | |
v2 | Vector3 | |
return | float |
public removeUserCount ( bool TypeRCTF ) : void | ||
TypeRCTF | bool | |
return | void |
protected EntityManager,OpenSim.Framework Entities | ||
return | OpenSim.Framework.EntityManager |
protected Dictionary |
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return | ScenePresence>.Dictionary |
protected Dictionary |
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return | SceneObjectGroup>.Dictionary |
protected Dictionary |
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return | SceneObjectGroup>.Dictionary |
protected Dictionary |
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return | ScenePresence>.Dictionary |