C# Class Universe.Region.SceneObjectGroup

Inheritance: ISceneEntity
Mostrar archivo Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Protected Properties

Property Type Description
m_isSelected bool
m_parts SceneObjectPart>.Dictionary
m_partsList List
m_partsLock object
m_regionHandle ulong
m_rootPart SceneObjectPart
m_rotation Quaternion

Private Properties

Property Type Description
FixLinkNumbers void
FixVehicleParams void
LinkNonRootPart void
SetAxisRotation void
UpdateRootRotation void

Public Methods

Method Description
AddChild ( ISceneChildEntity child, int linkNum ) : bool

Add a child to the group, set the parent id's and then set the link number

AddGroupTarget ( SceneObjectGroup grp ) : void
AddInventoryItem ( IClientAPI remoteClient, uint localID, InventoryItemBase item, UUID copyItemID ) : bool

Add an inventory item to a prim in this group.

AddKeyframedMotion ( KeyframeAnimation animation, KeyframeAnimation command ) : void
ApplyNextOwnerPermissions ( ) : void
ApplyPermissions ( uint permissions ) : void
AttachToScene ( IScene scene ) : void

Attach this object to a scene. It will also now apply to agents.

BackupPreparation ( ) : void
CheckSculptAndLoad ( ) : void
ChildrenEntities ( ) : List
ClearChildren ( ) : void

Clear all children from this group

ClearPartAttachmentData ( ) : void
ClearUndoState ( ) : void

Clears all undo states from this group

ContainsPart ( UUID partID ) : bool
Copy ( bool clonePhys ) : ISceneEntity

Make an exact copy of this group. This does NOT reset any UUIDs, localIDs, or anything, as this is an EXACT copy.

CreateScriptInstances ( int startParam, bool postOnRez, StateSource stateSource, UUID rezzedFrom, bool clearStateSaves ) : void

Start the scripts contained in all the prims in this group.

DelinkFromGroup ( ISceneChildEntity part, bool sendEvents ) : ISceneEntity

Delink the given prim from this group. The delinked prim is established as an independent SceneObjectGroup.

DetachToGround ( System.Vector3 forcedPos, Quaternion forcedRotation ) : void
DetachToInventoryPrep ( ) : void
FinishedSerializingGenericProperties ( ) : void
FireAttachmentCollisionEvents ( EventArgs e ) : void
ForEachPart ( Action whatToDo ) : void
ForceInventoryPersistence ( ) : void

Force all task inventories of prims in the scene object to persist

ForcePersistence ( ) : void

Force all prims in the scene object to persist

GeneratedMesh ( ISceneChildEntity part, IMesh mesh ) : void
GetAttachmentPoint ( ) : byte
GetAttachmentPos ( ) : System.Vector3
GetAxisAlignedBoundingBox ( float &offsetHeight ) : System.Vector3
GetAxisAlignedBoundingBoxRaw ( float &minX, float &maxX, float &minY, float &maxY, float &minZ, float &maxZ ) : void

Gets a vector representing the size of the bounding box containing all the prims in the group Treats all prims as rectangular, so no shape (cut etc) is taken into account offsetHeight is the offset in the Z axis from the centre of the bounding box to the centre of the root prim

GetChildPart ( UUID primID ) : ISceneChildEntity

Get a part with a given UUID

GetChildPart ( uint primID ) : ISceneChildEntity

Get a part with a given UUID

GetChildPrim ( UUID UUID2, ISceneChildEntity &entity ) : bool

Get a child prim of this group by UUID

GetChildPrim ( uint LocalID, ISceneChildEntity &entity ) : bool

Get a child prim of this group by LocalID

GetEffectivePermissions ( ) : uint
GetHashCode ( ) : int
GetInventoryItem ( uint primID, UUID itemID ) : TaskInventoryItem

Returns an existing inventory item. Returns the original, so any changes will be live.

GetLinkNumPart ( int linknum ) : IEntity

Get the child part by LinkNum

GetMass ( ) : float
GetPartDescription ( uint localID ) : string
GetPartName ( uint localID ) : string
GetProperties ( IClientAPI client ) : void

Return metadata about a prim (name, description, sale price, etc.)

GetSavedAttachmentPoint ( ) : byte
GetTorque ( ) : System.Vector3
GrabMovement ( System.Vector3 offset, System.Vector3 pos, IClientAPI remoteClient ) : void

If object is physical, apply force to move it around If object is not physical, just put it at the resulting location

GroupResize ( System.Vector3 scale, uint localID ) : void
GroupScale ( ) : System.Vector3
IsAttachmentCheckFull ( ) : bool

Check both the attachment property and the relevant properties of the underlying root part.

IsPhysical ( ) : bool
LinkChild ( ISceneChildEntity child ) : bool

Add this child to the group and set the parent ID's, but do NOT set the link number, the caller wants to deal with it if they call this

LinkToGroup ( ISceneEntity grp ) : void

Link the prims in a given group to this group

NonPhysicalGrabMovement ( System.Vector3 pos ) : void
ObjectGrabHandler ( uint localId, System.Vector3 offsetPos, IClientAPI remoteClient ) : void
OffsetForNewRegion ( System.Vector3 offset ) : void
OnGrabGroup ( System.Vector3 offsetPos, IClientAPI remoteClient ) : void
OnGrabPart ( SceneObjectPart part, System.Vector3 offsetPos, IClientAPI remoteClient ) : void
RebuildPhysicalRepresentation ( bool keepSelectedStatuses, System.Action actionWhileNoPhysActor ) : void

Rebuild the physical representation of all the prims. This is used after copying the prim so that all of the object is readded to the physics scene.

RemoveChild ( ISceneChildEntity child ) : bool

Remove this child from the group and then update the link numbers so that there is not a hole

RemoveGroupTarget ( SceneObjectGroup grp ) : void
RemoveInventoryItem ( uint localID, UUID itemID ) : int
RemoveScriptInstances ( bool sceneObjectBeingDeleted ) : void

Stop the scripts contained in all the prims in this group

ResetChildPrimPhysicsPositions ( ) : void
Resize ( System.Vector3 scale, uint localID ) : void

Resize the given part

ResumeScripts ( ) : void
SceneObjectGroup ( ) : System
SceneObjectGroup ( IScene scene ) : System

THIS IS ONLY FOR SERIALIZATION AND AS A BASE CONSTRUCTOR

SceneObjectGroup ( SceneObjectPart part, IScene scene ) : System

This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart. The original SceneObjectPart will be used rather than a copy, preserving its existing localID and UUID.

SceneObjectGroup ( SceneObjectPart part, IScene scene, bool AddToScene ) : System
SceneObjectGroup ( UUID ownerID, System.Vector3 pos, Quaternion rot, PrimitiveBaseShape shape, string name, IScene scene ) : System

Constructor. This object is added to the scene later via AttachToScene()

ScheduleGroupTerseUpdate ( ) : void

Schedule a terse update (position, rotation, velocity, and rotational velocity update) for this object to all clients

ScheduleGroupUpdate ( PrimUpdateFlags UpdateFlags ) : void

Send an update to all prims in the group

ScheduleGroupUpdateToAvatar ( IScenePresence presence, PrimUpdateFlags UpdateFlags ) : void

Send an update to all prims in the group to a specific avatar

ScriptSetPhantomStatus ( bool PhantomStatus ) : void
ScriptSetPhysicsStatus ( bool UsePhysics ) : void
ScriptSetTemporaryStatus ( bool TemporaryStatus ) : void
ScriptSetVolumeDetect ( bool VDStatus ) : void
ServiceObjectPropertiesFamilyRequest ( IClientAPI remoteClient, UUID AgentID, uint RequestFlags ) : void

SetAbsolutePosition ( bool UpdatePrimActor, System.Vector3 val ) : void
SetAttachmentPoint ( byte point ) : void
SetFromItemID ( UUID itemID, UUID assetID ) : void
SetGroup ( UUID GroupID2, UUID attemptingUserID, bool needsUpdate ) : void

Set the user group to which this scene object belongs.

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.

SetOwnerId ( UUID userId ) : void
SetPartDescription ( string des, uint localID ) : void
SetPartName ( string name, uint localID ) : void

Set the name of a prim

SetPartOwner ( SceneObjectPart part, UUID cAgentID, UUID cGroupID ) : void
SetRootPart ( SceneObjectPart part ) : void

Set a part to act as the root part for this scene object

SetRootPartOwner ( ISceneChildEntity part, UUID cAgentID, UUID cGroupID ) : void

Set the owner of the root part.

SetText ( string text, System.Vector3 color, double alpha ) : void
SpinMovement ( Quaternion newOrientation, IClientAPI remoteClient ) : void

If object is physical, apply torque to spin it around

SpinStart ( IClientAPI remoteClient ) : void

If object is physical, prepare for spinning torques (set flag to save old orientation)

TestIntersection ( Ray hRay, bool frontFacesOnly, bool faceCenters ) : EntityIntersection
ToBinaryXml2 ( ) : byte[]
ToString ( ) : string
ToXml2 ( ) : string
TriggerScriptChangedEvent ( Changed val ) : void
TriggerScriptMovingEndEvent ( ) : void
TriggerScriptMovingStartEvent ( ) : void
Update ( ) : void
UpdateExtraParam ( uint localID, ushort type, bool inUse, byte data ) : void
UpdateGroupPosition ( System.Vector3 pos, bool SaveUpdate ) : void

Move this scene object

UpdateGroupRotationPR ( System.Vector3 pos, Quaternion rot ) : void

UpdateGroupRotationR ( Quaternion rot ) : void

UpdateInventoryItem ( TaskInventoryItem item ) : bool

Update an existing inventory item.

UpdateOOBfromOOBs ( ) : void
UpdatePermissions ( UUID AgentID, byte field, uint localID, uint mask, byte addRemTF ) : void
UpdatePrimFlags ( uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect, ObjectFlagUpdatePacket blocks ) : void

Update prim flags for this group.

UpdateRootPosition ( System.Vector3 pos ) : void

UpdateShape ( ObjectShapePacket shapeBlock, uint localID ) : void

UpdateSinglePosition ( System.Vector3 pos, uint localID, bool SaveUpdate ) : void

Update the position of a single part of this scene object

UpdateSingleRotation ( Quaternion rot, System.Vector3 pos, uint localID ) : void

UpdateSingleRotation ( Quaternion rot, uint localID ) : void

UpdateTextureEntry ( uint localID, byte textureEntry, bool sendChangedEvent ) : void

Update the texture entry for this part

aggregateScriptEvents ( ) : void
applyAngularImpulse ( System.Vector3 impulse ) : void
applyImpulse ( System.Vector3 impulse ) : void
checkAtTargets ( ) : void
moveKeyframeMotion ( ) : void
moveToTarget ( System.Vector3 target, float tau ) : void
registerRotTargetWaypoint ( Quaternion target, float tolerance ) : int
registerTargetWaypoint ( System.Vector3 target, float tolerance ) : int
setAngularImpulse ( System.Vector3 impulse ) : void
stopMoveToTarget ( ) : void
unregisterRotTargetWaypoint ( int handle ) : void
unregisterTargetWaypoint ( int handle ) : void

Protected Methods

Method Description
CheckForSignificantMovement ( ) : void

See if the object has moved enough to trigger the Significant Movement event

Private Methods

Method Description
FixLinkNumbers ( ) : void

After a prim is removed, fix the link numbers so that they are correct

FixVehicleParams ( SceneObjectPart part ) : void

Fix all the vehicle params after rebuilding the representation

LinkNonRootPart ( SceneObjectPart part, System.Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum ) : void
SetAxisRotation ( int axis, int rotate10 ) : void
UpdateRootRotation ( Quaternion rot ) : void

Method Details

AddChild() public method

Add a child to the group, set the parent id's and then set the link number
public AddChild ( ISceneChildEntity child, int linkNum ) : bool
child ISceneChildEntity
linkNum int
return bool

AddGroupTarget() public method

public AddGroupTarget ( SceneObjectGroup grp ) : void
grp SceneObjectGroup
return void

AddInventoryItem() public method

Add an inventory item to a prim in this group.
public AddInventoryItem ( IClientAPI remoteClient, uint localID, InventoryItemBase item, UUID copyItemID ) : bool
remoteClient IClientAPI
localID uint
item InventoryItemBase
copyItemID UUID The item UUID that should be used by the new item.
return bool

AddKeyframedMotion() public method

public AddKeyframedMotion ( KeyframeAnimation animation, KeyframeAnimation command ) : void
animation Universe.Framework.SceneInfo.Entities.KeyframeAnimation
command Universe.Framework.SceneInfo.Entities.KeyframeAnimation
return void

ApplyNextOwnerPermissions() public method

public ApplyNextOwnerPermissions ( ) : void
return void

ApplyPermissions() public method

public ApplyPermissions ( uint permissions ) : void
permissions uint
return void

AttachToScene() public method

Attach this object to a scene. It will also now apply to agents.
public AttachToScene ( IScene scene ) : void
scene IScene
return void

BackupPreparation() public method

public BackupPreparation ( ) : void
return void

CheckForSignificantMovement() protected method

See if the object has moved enough to trigger the Significant Movement event
protected CheckForSignificantMovement ( ) : void
return void

CheckSculptAndLoad() public method

public CheckSculptAndLoad ( ) : void
return void

ChildrenEntities() public method

public ChildrenEntities ( ) : List
return List

ClearChildren() public method

Clear all children from this group
public ClearChildren ( ) : void
return void

ClearPartAttachmentData() public method

public ClearPartAttachmentData ( ) : void
return void

ClearUndoState() public method

Clears all undo states from this group
public ClearUndoState ( ) : void
return void

ContainsPart() public method

public ContainsPart ( UUID partID ) : bool
partID UUID
return bool

Copy() public method

Make an exact copy of this group. This does NOT reset any UUIDs, localIDs, or anything, as this is an EXACT copy.
public Copy ( bool clonePhys ) : ISceneEntity
clonePhys bool
return ISceneEntity

CreateScriptInstances() public method

Start the scripts contained in all the prims in this group.
public CreateScriptInstances ( int startParam, bool postOnRez, StateSource stateSource, UUID rezzedFrom, bool clearStateSaves ) : void
startParam int
postOnRez bool
stateSource StateSource
rezzedFrom UUID
clearStateSaves bool
return void

DelinkFromGroup() public method

Delink the given prim from this group. The delinked prim is established as an independent SceneObjectGroup.
public DelinkFromGroup ( ISceneChildEntity part, bool sendEvents ) : ISceneEntity
part ISceneChildEntity
sendEvents bool
return ISceneEntity

DetachToGround() public method

public DetachToGround ( System.Vector3 forcedPos, Quaternion forcedRotation ) : void
forcedPos System.Vector3
forcedRotation Quaternion
return void

DetachToInventoryPrep() public method

public DetachToInventoryPrep ( ) : void
return void

FinishedSerializingGenericProperties() public method

public FinishedSerializingGenericProperties ( ) : void
return void

FireAttachmentCollisionEvents() public method

public FireAttachmentCollisionEvents ( EventArgs e ) : void
e System.EventArgs
return void

ForEachPart() public method

public ForEachPart ( Action whatToDo ) : void
whatToDo Action
return void

ForceInventoryPersistence() public method

Force all task inventories of prims in the scene object to persist
public ForceInventoryPersistence ( ) : void
return void

ForcePersistence() public method

Force all prims in the scene object to persist
public ForcePersistence ( ) : void
return void

GeneratedMesh() public method

public GeneratedMesh ( ISceneChildEntity part, IMesh mesh ) : void
part ISceneChildEntity
mesh IMesh
return void

GetAttachmentPoint() public method

public GetAttachmentPoint ( ) : byte
return byte

GetAttachmentPos() public method

public GetAttachmentPos ( ) : System.Vector3
return System.Vector3

GetAxisAlignedBoundingBox() public method

public GetAxisAlignedBoundingBox ( float &offsetHeight ) : System.Vector3
offsetHeight float
return System.Vector3

GetAxisAlignedBoundingBoxRaw() public method

Gets a vector representing the size of the bounding box containing all the prims in the group Treats all prims as rectangular, so no shape (cut etc) is taken into account offsetHeight is the offset in the Z axis from the centre of the bounding box to the centre of the root prim
public GetAxisAlignedBoundingBoxRaw ( float &minX, float &maxX, float &minY, float &maxY, float &minZ, float &maxZ ) : void
minX float
maxX float
minY float
maxY float
minZ float
maxZ float
return void

GetChildPart() public method

Get a part with a given UUID
public GetChildPart ( UUID primID ) : ISceneChildEntity
primID UUID
return ISceneChildEntity

GetChildPart() public method

Get a part with a given UUID
public GetChildPart ( uint primID ) : ISceneChildEntity
primID uint
return ISceneChildEntity

GetChildPrim() public method

Get a child prim of this group by UUID
public GetChildPrim ( UUID UUID2, ISceneChildEntity &entity ) : bool
UUID2 UUID
entity ISceneChildEntity
return bool

GetChildPrim() public method

Get a child prim of this group by LocalID
public GetChildPrim ( uint LocalID, ISceneChildEntity &entity ) : bool
LocalID uint
entity ISceneChildEntity
return bool

GetEffectivePermissions() public method

public GetEffectivePermissions ( ) : uint
return uint

GetHashCode() public method

public GetHashCode ( ) : int
return int

GetInventoryItem() public method

Returns an existing inventory item. Returns the original, so any changes will be live.
public GetInventoryItem ( uint primID, UUID itemID ) : TaskInventoryItem
primID uint
itemID UUID
return Universe.Framework.SceneInfo.TaskInventoryItem

GetLinkNumPart() public method

Get the child part by LinkNum
public GetLinkNumPart ( int linknum ) : IEntity
linknum int
return IEntity

GetMass() public method

public GetMass ( ) : float
return float

GetPartDescription() public method

public GetPartDescription ( uint localID ) : string
localID uint
return string

GetPartName() public method

public GetPartName ( uint localID ) : string
localID uint
return string

GetProperties() public method

Return metadata about a prim (name, description, sale price, etc.)
public GetProperties ( IClientAPI client ) : void
client IClientAPI
return void

GetSavedAttachmentPoint() public method

public GetSavedAttachmentPoint ( ) : byte
return byte

GetTorque() public method

public GetTorque ( ) : System.Vector3
return System.Vector3

GrabMovement() public method

If object is physical, apply force to move it around If object is not physical, just put it at the resulting location
public GrabMovement ( System.Vector3 offset, System.Vector3 pos, IClientAPI remoteClient ) : void
offset System.Vector3 Always seems to be 0,0,0, so ignoring
pos System.Vector3 New position. We do the math here to turn it into a force
remoteClient IClientAPI
return void

GroupResize() public method

public GroupResize ( System.Vector3 scale, uint localID ) : void
scale System.Vector3
localID uint
return void

GroupScale() public method

public GroupScale ( ) : System.Vector3
return System.Vector3

IsAttachmentCheckFull() public method

Check both the attachment property and the relevant properties of the underlying root part.
public IsAttachmentCheckFull ( ) : bool
return bool

IsPhysical() public method

public IsPhysical ( ) : bool
return bool

LinkChild() public method

Add this child to the group and set the parent ID's, but do NOT set the link number, the caller wants to deal with it if they call this
public LinkChild ( ISceneChildEntity child ) : bool
child ISceneChildEntity
return bool

LinkToGroup() public method

Link the prims in a given group to this group
public LinkToGroup ( ISceneEntity grp ) : void
grp ISceneEntity The group of prims which should be linked to this group
return void

NonPhysicalGrabMovement() public method

public NonPhysicalGrabMovement ( System.Vector3 pos ) : void
pos System.Vector3
return void

ObjectGrabHandler() public method

public ObjectGrabHandler ( uint localId, System.Vector3 offsetPos, IClientAPI remoteClient ) : void
localId uint
offsetPos System.Vector3
remoteClient IClientAPI
return void

OffsetForNewRegion() public method

public OffsetForNewRegion ( System.Vector3 offset ) : void
offset System.Vector3
return void

OnGrabGroup() public method

public OnGrabGroup ( System.Vector3 offsetPos, IClientAPI remoteClient ) : void
offsetPos System.Vector3
remoteClient IClientAPI
return void

OnGrabPart() public method

public OnGrabPart ( SceneObjectPart part, System.Vector3 offsetPos, IClientAPI remoteClient ) : void
part SceneObjectPart
offsetPos System.Vector3
remoteClient IClientAPI
return void

RebuildPhysicalRepresentation() public method

Rebuild the physical representation of all the prims. This is used after copying the prim so that all of the object is readded to the physics scene.
public RebuildPhysicalRepresentation ( bool keepSelectedStatuses, System.Action actionWhileNoPhysActor ) : void
keepSelectedStatuses bool
actionWhileNoPhysActor System.Action
return void

RemoveChild() public method

Remove this child from the group and then update the link numbers so that there is not a hole
public RemoveChild ( ISceneChildEntity child ) : bool
child ISceneChildEntity
return bool

RemoveGroupTarget() public method

public RemoveGroupTarget ( SceneObjectGroup grp ) : void
grp SceneObjectGroup
return void

RemoveInventoryItem() public method

public RemoveInventoryItem ( uint localID, UUID itemID ) : int
localID uint
itemID UUID
return int

RemoveScriptInstances() public method

Stop the scripts contained in all the prims in this group
public RemoveScriptInstances ( bool sceneObjectBeingDeleted ) : void
sceneObjectBeingDeleted bool /// Should be true if these scripts are being removed because the scene /// object is being deleted. This will prevent spurious updates to the client. ///
return void

ResetChildPrimPhysicsPositions() public method

public ResetChildPrimPhysicsPositions ( ) : void
return void

Resize() public method

Resize the given part
public Resize ( System.Vector3 scale, uint localID ) : void
scale System.Vector3
localID uint
return void

ResumeScripts() public method

public ResumeScripts ( ) : void
return void

SceneObjectGroup() public method

public SceneObjectGroup ( ) : System
return System

SceneObjectGroup() public method

THIS IS ONLY FOR SERIALIZATION AND AS A BASE CONSTRUCTOR
public SceneObjectGroup ( IScene scene ) : System
scene IScene
return System

SceneObjectGroup() public method

This constructor creates a SceneObjectGroup using a pre-existing SceneObjectPart. The original SceneObjectPart will be used rather than a copy, preserving its existing localID and UUID.
public SceneObjectGroup ( SceneObjectPart part, IScene scene ) : System
part SceneObjectPart
scene IScene
return System

SceneObjectGroup() public method

public SceneObjectGroup ( SceneObjectPart part, IScene scene, bool AddToScene ) : System
part SceneObjectPart
scene IScene
AddToScene bool
return System

SceneObjectGroup() public method

Constructor. This object is added to the scene later via AttachToScene()
public SceneObjectGroup ( UUID ownerID, System.Vector3 pos, Quaternion rot, PrimitiveBaseShape shape, string name, IScene scene ) : System
ownerID UUID
pos System.Vector3
rot Quaternion
shape PrimitiveBaseShape
name string
scene IScene
return System

ScheduleGroupTerseUpdate() public method

Schedule a terse update (position, rotation, velocity, and rotational velocity update) for this object to all clients
public ScheduleGroupTerseUpdate ( ) : void
return void

ScheduleGroupUpdate() public method

Send an update to all prims in the group
public ScheduleGroupUpdate ( PrimUpdateFlags UpdateFlags ) : void
UpdateFlags PrimUpdateFlags
return void

ScheduleGroupUpdateToAvatar() public method

Send an update to all prims in the group to a specific avatar
public ScheduleGroupUpdateToAvatar ( IScenePresence presence, PrimUpdateFlags UpdateFlags ) : void
presence IScenePresence
UpdateFlags PrimUpdateFlags
return void

ScriptSetPhantomStatus() public method

public ScriptSetPhantomStatus ( bool PhantomStatus ) : void
PhantomStatus bool
return void

ScriptSetPhysicsStatus() public method

public ScriptSetPhysicsStatus ( bool UsePhysics ) : void
UsePhysics bool
return void

ScriptSetTemporaryStatus() public method

public ScriptSetTemporaryStatus ( bool TemporaryStatus ) : void
TemporaryStatus bool
return void

ScriptSetVolumeDetect() public method

public ScriptSetVolumeDetect ( bool VDStatus ) : void
VDStatus bool
return void

ServiceObjectPropertiesFamilyRequest() public method

public ServiceObjectPropertiesFamilyRequest ( IClientAPI remoteClient, UUID AgentID, uint RequestFlags ) : void
remoteClient IClientAPI
AgentID UUID
RequestFlags uint
return void

SetAbsolutePosition() public method

public SetAbsolutePosition ( bool UpdatePrimActor, System.Vector3 val ) : void
UpdatePrimActor bool
val System.Vector3
return void

SetAttachmentPoint() public method

public SetAttachmentPoint ( byte point ) : void
point byte
return void

SetFromItemID() public method

public SetFromItemID ( UUID itemID, UUID assetID ) : void
itemID UUID
assetID UUID
return void

SetGroup() public method

Set the user group to which this scene object belongs.
public SetGroup ( UUID GroupID2, UUID attemptingUserID, bool needsUpdate ) : void
GroupID2 UUID
attemptingUserID UUID
needsUpdate bool
return void

SetHoverHeight() public method

Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
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

SetOwnerId() public method

public SetOwnerId ( UUID userId ) : void
userId UUID
return void

SetPartDescription() public method

public SetPartDescription ( string des, uint localID ) : void
des string
localID uint
return void

SetPartName() public method

Set the name of a prim
public SetPartName ( string name, uint localID ) : void
name string
localID uint
return void

SetPartOwner() public method

public SetPartOwner ( SceneObjectPart part, UUID cAgentID, UUID cGroupID ) : void
part SceneObjectPart
cAgentID UUID
cGroupID UUID
return void

SetRootPart() public method

Set a part to act as the root part for this scene object
public SetRootPart ( SceneObjectPart part ) : void
part SceneObjectPart
return void

SetRootPartOwner() public method

Set the owner of the root part.
public SetRootPartOwner ( ISceneChildEntity part, UUID cAgentID, UUID cGroupID ) : void
part ISceneChildEntity
cAgentID UUID
cGroupID UUID
return void

SetText() public method

public SetText ( string text, System.Vector3 color, double alpha ) : void
text string
color System.Vector3
alpha double
return void

SpinMovement() public method

If object is physical, apply torque to spin it around
public SpinMovement ( Quaternion newOrientation, IClientAPI remoteClient ) : void
newOrientation Quaternion Rotation. We do the math here to turn it into a torque
remoteClient IClientAPI
return void

SpinStart() public method

If object is physical, prepare for spinning torques (set flag to save old orientation)
public SpinStart ( IClientAPI remoteClient ) : void
remoteClient IClientAPI
return void

TestIntersection() public method

public TestIntersection ( Ray hRay, bool frontFacesOnly, bool faceCenters ) : EntityIntersection
hRay OpenMetaverse.Ray
frontFacesOnly bool
faceCenters bool
return Universe.Framework.SceneInfo.Entities.EntityIntersection

ToBinaryXml2() public method

public ToBinaryXml2 ( ) : byte[]
return byte[]

ToString() public method

public ToString ( ) : string
return string

ToXml2() public method

public ToXml2 ( ) : string
return string

TriggerScriptChangedEvent() public method

public TriggerScriptChangedEvent ( Changed val ) : void
val Changed
return void

TriggerScriptMovingEndEvent() public method

public TriggerScriptMovingEndEvent ( ) : void
return void

TriggerScriptMovingStartEvent() public method

public TriggerScriptMovingStartEvent ( ) : void
return void

Update() public method

public Update ( ) : void
return void

UpdateExtraParam() public method

public UpdateExtraParam ( uint localID, ushort type, bool inUse, byte data ) : void
localID uint
type ushort
inUse bool
data byte
return void

UpdateGroupPosition() public method

Move this scene object
public UpdateGroupPosition ( System.Vector3 pos, bool SaveUpdate ) : void
pos System.Vector3
SaveUpdate bool
return void

UpdateGroupRotationPR() public method

public UpdateGroupRotationPR ( System.Vector3 pos, Quaternion rot ) : void
pos System.Vector3
rot Quaternion
return void

UpdateGroupRotationR() public method

public UpdateGroupRotationR ( Quaternion rot ) : void
rot Quaternion
return void

UpdateInventoryItem() public method

Update an existing inventory item.
public UpdateInventoryItem ( TaskInventoryItem item ) : bool
item Universe.Framework.SceneInfo.TaskInventoryItem /// The updated item. An item with the same id must already exist /// in this prim's inventory ///
return bool

UpdateOOBfromOOBs() public method

public UpdateOOBfromOOBs ( ) : void
return void

UpdatePermissions() public method

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

UpdatePrimFlags() public method

Update prim flags for this group.
public UpdatePrimFlags ( uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVolumeDetect, ObjectFlagUpdatePacket blocks ) : void
localID uint
UsePhysics bool
IsTemporary bool
IsPhantom bool
IsVolumeDetect bool
blocks ObjectFlagUpdatePacket
return void

UpdateRootPosition() public method

public UpdateRootPosition ( System.Vector3 pos ) : void
pos System.Vector3
return void

UpdateShape() public method

public UpdateShape ( ObjectShapePacket shapeBlock, uint localID ) : void
shapeBlock ObjectShapePacket
localID uint
return void

UpdateSinglePosition() public method

Update the position of a single part of this scene object
public UpdateSinglePosition ( System.Vector3 pos, uint localID, bool SaveUpdate ) : void
pos System.Vector3
localID uint
SaveUpdate bool
return void

UpdateSingleRotation() public method

public UpdateSingleRotation ( Quaternion rot, System.Vector3 pos, uint localID ) : void
rot Quaternion
pos System.Vector3
localID uint
return void

UpdateSingleRotation() public method

public UpdateSingleRotation ( Quaternion rot, uint localID ) : void
rot Quaternion
localID uint
return void

UpdateTextureEntry() public method

Update the texture entry for this part
public UpdateTextureEntry ( uint localID, byte textureEntry, bool sendChangedEvent ) : void
localID uint
textureEntry byte
sendChangedEvent bool
return void

aggregateScriptEvents() public method

public aggregateScriptEvents ( ) : void
return void

applyAngularImpulse() public method

public applyAngularImpulse ( System.Vector3 impulse ) : void
impulse System.Vector3
return void

applyImpulse() public method

public applyImpulse ( System.Vector3 impulse ) : void
impulse System.Vector3
return void

checkAtTargets() public method

public checkAtTargets ( ) : void
return void

moveKeyframeMotion() public method

public moveKeyframeMotion ( ) : void
return void

moveToTarget() public method

public moveToTarget ( System.Vector3 target, float tau ) : void
target System.Vector3
tau float
return void

registerRotTargetWaypoint() public method

public registerRotTargetWaypoint ( Quaternion target, float tolerance ) : int
target Quaternion
tolerance float
return int

registerTargetWaypoint() public method

public registerTargetWaypoint ( System.Vector3 target, float tolerance ) : int
target System.Vector3
tolerance float
return int

setAngularImpulse() public method

public setAngularImpulse ( System.Vector3 impulse ) : void
impulse System.Vector3
return void

stopMoveToTarget() public method

public stopMoveToTarget ( ) : void
return void

unregisterRotTargetWaypoint() public method

public unregisterRotTargetWaypoint ( int handle ) : void
handle int
return void

unregisterTargetWaypoint() public method

public unregisterTargetWaypoint ( int handle ) : void
handle int
return void

Property Details

m_isSelected protected_oe property

Added because the Parcel code seems to use it but not sure a object should have this as what does it tell us? that some avatar has selected it (but not what Avatar/user) think really there should be a list (or whatever) in each scenepresence saying what prim(s) that user has selected.
protected bool m_isSelected
return bool

m_parts protected_oe property

protected Dictionary m_parts
return SceneObjectPart>.Dictionary

m_partsList protected_oe property

protected List m_partsList
return List

m_partsLock protected_oe property

protected object m_partsLock
return object

m_regionHandle protected_oe property

protected ulong m_regionHandle
return ulong

m_rootPart protected_oe property

protected SceneObjectPart,Universe.Region m_rootPart
return SceneObjectPart

m_rotation protected_oe property

protected Quaternion m_rotation
return Quaternion