C# Class Universe.Region.SceneObjectPart

Inheritance: ISceneChildEntity
Afficher le fichier Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Protected Properties

Свойство Type Description
m_acceleration System.Vector3
m_angularVelocity System.Vector3
m_crc uint
m_groupPosition System.Vector3
m_inventory SceneObjectPartInventory
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 SceneObjectGroup
m_particleSystem byte[]
m_regionHandle ulong
m_shape PrimitiveBaseShape
m_uuid UUID

Private Properties

Свойство Type Description
ApplyMask uint
IsTerse bool
TriggerScriptMovingEndEvent void
TriggerScriptMovingStartEvent void

Méthodes publiques

Méthode Description
AABdistanceToSQ ( System.Vector3 target ) : float
AddFlag ( PrimFlags flag ) : bool
AddNewParticleSystem ( Primitive pSystem ) : void
AddTextureAnimation ( Primitive pTexAnim ) : void
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, AssetBase asset ) : void
ClearUndoState ( ) : void
ConvertScriptUintToByte ( uint indata ) : byte
Copy ( SceneObjectGroup parent, bool clonePhys ) : SceneObjectPart

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 ( EventArgs e ) : void
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

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 ( Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters ) : EntityIntersection
ToString ( ) : string
ToXml ( XmlTextWriter xmlWriter ) : void

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 ( Primitive tex, bool sendChangedEvent ) : void

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

Méthodes protégées

Méthode 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

Private Methods

Méthode 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

Method Details

AABdistanceToSQ() public méthode

public AABdistanceToSQ ( System.Vector3 target ) : float
target System.Vector3
Résultat float

AddFlag() public méthode

public AddFlag ( PrimFlags flag ) : bool
flag PrimFlags
Résultat bool

AddNewParticleSystem() public méthode

public AddNewParticleSystem ( Primitive pSystem ) : void
pSystem OpenMetaverse.Primitive
Résultat void

AddTextureAnimation() public méthode

public AddTextureAnimation ( Primitive pTexAnim ) : void
pTexAnim OpenMetaverse.Primitive
Résultat void

AdjustSoundGain() public méthode

public AdjustSoundGain ( double volume ) : void
volume double
Résultat void

ApplyAngularImpulse() public méthode

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
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
Résultat void

ApplyImpulse() public méthode

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
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
Résultat void

ApplyNextOwnerPermissions() public méthode

public ApplyNextOwnerPermissions ( ) : void
Résultat void

ApplyPermissions() public méthode

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

AssetReceived() public méthode

public AssetReceived ( string id, Object sender, AssetBase asset ) : void
id string
sender Object
asset Universe.Framework.Services.ClassHelpers.Assets.AssetBase
Résultat void

ClearUndoState() public méthode

public ClearUndoState ( ) : void
Résultat void

ConvertScriptUintToByte() public méthode

public ConvertScriptUintToByte ( uint indata ) : byte
indata uint
Résultat byte

Copy() public méthode

Duplicates this part.
public Copy ( SceneObjectGroup parent, bool clonePhys ) : SceneObjectPart
parent SceneObjectGroup
clonePhys bool
Résultat SceneObjectPart

FinishedSerializingGenericProperties() public méthode

public FinishedSerializingGenericProperties ( ) : void
Résultat void

FireOnAddedPhysics() public méthode

public FireOnAddedPhysics ( ) : void
Résultat void

FireOnRemovedPhysics() public méthode

public FireOnRemovedPhysics ( ) : void
Résultat void

FixGroupPosition() public méthode

public FixGroupPosition ( System.Vector3 value, bool single ) : void
value System.Vector3
single bool
Résultat void

FixGroupPositionComum() public méthode

public FixGroupPositionComum ( bool updatePrimActor, System.Vector3 value, bool single ) : void
updatePrimActor bool
value System.Vector3
single bool
Résultat void

FixOffsetPosition() public méthode

public FixOffsetPosition ( System.Vector3 value, bool single ) : void
value System.Vector3
single bool
Résultat void

GenerateRotationalVelocityFromOmega() public méthode

public GenerateRotationalVelocityFromOmega ( ) : void
Résultat void

GetAxisRotation() public méthode

public GetAxisRotation ( int axis ) : int
axis int
Résultat int

GetBlockGrab() public méthode

public GetBlockGrab ( bool wholeObjectBlock ) : bool
wholeObjectBlock bool
Résultat bool

GetDieAtEdge() public méthode

public GetDieAtEdge ( ) : bool
Résultat bool

GetDistanceTo() public méthode

public GetDistanceTo ( System.Vector3 a, System.Vector3 b ) : double
a System.Vector3
b System.Vector3
Résultat double

GetEffectiveObjectFlags() public méthode

public GetEffectiveObjectFlags ( ) : uint
Résultat uint

GetForce() public méthode

public GetForce ( ) : System.Vector3
Résultat System.Vector3

GetGeometricCenter() public méthode

public GetGeometricCenter ( ) : System.Vector3
Résultat System.Vector3

GetGroupPosition() public méthode

public GetGroupPosition ( ) : System.Vector3
Résultat System.Vector3

GetHashCode() public méthode

public GetHashCode ( ) : int
Résultat int

GetMass() public méthode

public GetMass ( ) : float
Résultat float

GetNumberOfSides() public méthode

Get the number of sides that this part has.
public GetNumberOfSides ( ) : int
Résultat int

GetPrimType() public méthode

Tell us what type this prim is
public GetPrimType ( ) : Universe.Framework.SceneInfo.PrimType
Résultat Universe.Framework.SceneInfo.PrimType

GetProperties() public méthode

public GetProperties ( IClientAPI client ) : void
client IClientAPI
Résultat void

GetReturnAtEdge() public méthode

public GetReturnAtEdge ( ) : bool
Résultat bool

GetRootPartUUID() public méthode

public GetRootPartUUID ( ) : UUID
Résultat UUID

GetRotationOffset() public méthode

public GetRotationOffset ( ) : Quaternion
Résultat Quaternion

GetStatusSandbox() public méthode

public GetStatusSandbox ( ) : bool
Résultat bool

GetTextColor() public méthode

public GetTextColor ( ) : Color4
Résultat Color4

GetWorldPosition() public méthode

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
public GetWorldPosition ( ) : System.Vector3
Résultat System.Vector3

GetWorldRotation() public méthode

Gets the rotation of this prim offset by the group rotation
public GetWorldRotation ( ) : Quaternion
Résultat Quaternion

GroupScale() public méthode

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

HasCutHollowDimpleProfileCut() protected static méthode

Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
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
Résultat void

MoveToTarget() public méthode

public MoveToTarget ( System.Vector3 target, float tau ) : void
target System.Vector3
tau float
Résultat void

OnGrab() public méthode

public OnGrab ( System.Vector3 offsetPos, IClientAPI remoteClient ) : void
offsetPos System.Vector3
remoteClient IClientAPI
Résultat void

PhysicsCollision() public méthode

public PhysicsCollision ( EventArgs e ) : void
e System.EventArgs
Résultat void

PhysicsOutOfBounds() public méthode

public PhysicsOutOfBounds ( System.Vector3 pos ) : void
pos System.Vector3
Résultat void

PhysicsRequestingTerseUpdate() public méthode

public PhysicsRequestingTerseUpdate ( ) : void
Résultat void

PreloadSound() public méthode

public PreloadSound ( string sound ) : void
sound string
Résultat void

Redo() public méthode

public Redo ( ) : void
Résultat void

RemFlag() public méthode

public RemFlag ( PrimFlags flag ) : bool
flag PrimFlags
Résultat bool

RemoveAvatarOnSitTarget() public méthode

public RemoveAvatarOnSitTarget ( UUID avatarID ) : void
avatarID UUID
Résultat void

RemoveParticleSystem() public méthode

public RemoveParticleSystem ( ) : void
Résultat void

RemoveScriptEvents() public méthode

public RemoveScriptEvents ( UUID scriptid ) : void
scriptid UUID
Résultat void

ResetEntityIDs() public méthode

public ResetEntityIDs ( ) : void
Résultat void

ResetExpire() public méthode

public ResetExpire ( ) : void
Résultat void

Resize() public méthode

Resize this part.
public Resize ( System.Vector3 scale ) : void
scale System.Vector3
Résultat void

RotLookAt() public méthode

public RotLookAt ( Quaternion target, float strength, float damping ) : void
target Quaternion
strength float
damping float
Résultat void

SceneObjectPart() public méthode

No arg constructor called by region restore db code
public SceneObjectPart ( ) : System
Résultat System

SceneObjectPart() public méthode

Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup
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
Résultat System

ScheduleTerseUpdate() public méthode

Schedule a terse update for this prim. Terse updates only send position, rotation, velocity, and rotational velocity information.
public ScheduleTerseUpdate ( ) : void
Résultat void

ScheduleUpdate() public méthode

Tell all avatars in the Scene about the new update
public ScheduleUpdate ( PrimUpdateFlags UpdateFlags ) : void
UpdateFlags PrimUpdateFlags
Résultat void

ScriptSetPhantomStatus() public méthode

public ScriptSetPhantomStatus ( bool Phantom ) : void
Phantom bool
Résultat void

ScriptSetTemporaryStatus() public méthode

public ScriptSetTemporaryStatus ( bool Temporary ) : void
Temporary bool
Résultat void

ScriptSetVolumeDetect() public méthode

public ScriptSetVolumeDetect ( bool SetVD ) : void
SetVD bool
Résultat void

SendObjectPropertiesToClient() public méthode

public SendObjectPropertiesToClient ( UUID AgentID ) : void
AgentID UUID
Résultat void

SendSound() public méthode

Trigger or play an attached sound in this part's inventory.
public SendSound ( string sound, double volume, bool triggered, byte flags, float radius ) : void
sound string
volume double
triggered bool
flags byte
radius float
Résultat void

SetAngularImpulse() public méthode

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
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
Résultat void

SetAttachmentPoint() public méthode

public SetAttachmentPoint ( int attachmentPoint ) : void
attachmentPoint int
Résultat void

SetAvatarOnSitTarget() public méthode

public SetAvatarOnSitTarget ( UUID avatarID ) : void
avatarID UUID
Résultat void

SetAxisRotation() public méthode

public SetAxisRotation ( int axis, int rotate ) : void
axis int
rotate int
Résultat void

SetBlockGrab() public méthode

public SetBlockGrab ( bool block, bool wholeObjectBlock ) : void
block bool
wholeObjectBlock bool
Résultat void

SetBuoyancy() public méthode

public SetBuoyancy ( float fvalue ) : void
fvalue float
Résultat void

SetConeOfSilence() public méthode

public SetConeOfSilence ( double radius ) : void
radius double
Résultat void

SetDieAtEdge() public méthode

public SetDieAtEdge ( bool p ) : void
p bool
Résultat void

SetFaceColor() public méthode

Set the color of prim faces
public SetFaceColor ( System.Vector3 color, int face ) : void
color System.Vector3
face int
Résultat void

SetFloatOnWater() public méthode

public SetFloatOnWater ( int floatYN ) : void
floatYN int
Résultat void

SetForce() public méthode

public SetForce ( System.Vector3 force ) : void
force System.Vector3
Résultat void

SetGroup() public méthode

public SetGroup ( UUID groupID ) : void
groupID UUID
Résultat void

SetGroupPosition() public méthode

public SetGroupPosition ( System.Vector3 value ) : void
value System.Vector3
Résultat void

SetHoverHeight() public méthode

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
Résultat void

SetMoveToTarget() public méthode

public SetMoveToTarget ( bool Enabled, System.Vector3 target, float tau ) : void
Enabled bool
target System.Vector3
tau float
Résultat void

SetOffsetPosition() public méthode

public SetOffsetPosition ( System.Vector3 value ) : void
value System.Vector3
Résultat void

SetParent() public méthode

public SetParent ( ISceneEntity parent ) : void
parent ISceneEntity
Résultat void

SetParentLocalId() public méthode

public SetParentLocalId ( uint localID ) : void
localID uint
Résultat void

SetPhysActorCameraPos() public méthode

public SetPhysActorCameraPos ( Quaternion CameraRotation ) : void
CameraRotation Quaternion
Résultat void

SetPhysicsAxisRotation() public méthode

public SetPhysicsAxisRotation ( ) : void
Résultat void

SetReturnAtEdge() public méthode

public SetReturnAtEdge ( bool p ) : void
p bool
Résultat void

SetRotationOffset() public méthode

public SetRotationOffset ( bool UpdatePrimActor, Quaternion value, bool single ) : void
UpdatePrimActor bool
value Quaternion
single bool
Résultat void

SetScriptEvents() public méthode

Set the events that this part will pass on to listeners.
public SetScriptEvents ( UUID scriptid, long events ) : void
scriptid UUID
events long
Résultat void

SetSoundQueueing() public méthode

public SetSoundQueueing ( int queue ) : void
queue int
Résultat void

SetStatusSandbox() public méthode

public SetStatusSandbox ( bool p ) : void
p bool
Résultat void

SetText() public méthode

Set the text displayed for this part.
public SetText ( string text, System.Vector3 color, double alpha ) : void
text string
color System.Vector3
alpha double
Résultat void

SetVehicleFlags() public méthode

public SetVehicleFlags ( int param, bool remove ) : void
param int
remove bool
Résultat void

SetVehicleFloatParam() public méthode

public SetVehicleFloatParam ( int param, float value ) : void
param int
value float
Résultat void

SetVehicleRotationParam() public méthode

public SetVehicleRotationParam ( int param, Quaternion value ) : void
param int
value Quaternion
Résultat void

SetVehicleType() public méthode

public SetVehicleType ( int type ) : void
type int
Résultat void

SetVehicleVectorParam() public méthode

public SetVehicleVectorParam ( int param, System.Vector3 value ) : void
param int
value System.Vector3
Résultat void

StopHover() public méthode

public StopHover ( ) : void
Résultat void

StopLookAt() public méthode

public StopLookAt ( ) : void
Résultat void

StopMoveToTarget() public méthode

public StopMoveToTarget ( ) : void
Résultat void

StoreUndoState() public méthode

public StoreUndoState ( ) : void
Résultat void

TestIntersectionOBB() public méthode

public TestIntersectionOBB ( Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters ) : EntityIntersection
iray OpenMetaverse.Ray
parentrot Quaternion
frontFacesOnly bool
faceCenters bool
Résultat Universe.Framework.SceneInfo.Entities.EntityIntersection

ToString() public méthode

public ToString ( ) : string
Résultat string

ToXml() public méthode

Serialize this part to xml.
public ToXml ( XmlTextWriter xmlWriter ) : void
xmlWriter System.Xml.XmlTextWriter
Résultat void

TriggerScriptChangedEvent() public méthode

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

TrimPermissions() public méthode

public TrimPermissions ( ) : void
Résultat void

Undo() public méthode

public Undo ( ) : void
Résultat void

UpdateColor() public méthode

public UpdateColor ( Color c, bool triggerChangedColor ) : void
c Color
triggerChangedColor bool
Résultat void

UpdateExtraParam() public méthode

public UpdateExtraParam ( ushort type, bool inUse, byte data ) : void
type ushort
inUse bool
data byte
Résultat void

UpdateGroupPosition() public méthode

public UpdateGroupPosition ( System.Vector3 pos ) : void
pos System.Vector3
Résultat void

UpdateLookAt() public méthode

public UpdateLookAt ( ) : void
Résultat void

UpdateMaterial() public méthode

public UpdateMaterial ( int val ) : void
val int
Résultat void

UpdateOOBfromOOBs() public méthode

public UpdateOOBfromOOBs ( ) : void
Résultat void

UpdateOffSet() public méthode

public UpdateOffSet ( System.Vector3 pos ) : void
pos System.Vector3
Résultat void

UpdatePermissions() public méthode

public UpdatePermissions ( UUID agentID, byte field, uint localID, uint mask, byte addRemTF ) : void
agentID UUID
field byte
localID uint
mask uint
addRemTF byte
Résultat void

UpdatePrimFlags() public méthode

public UpdatePrimFlags ( bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD, ObjectFlagUpdatePacket blocks ) : bool
UsePhysics bool
IsTemporary bool
IsPhantom bool
IsVD bool
blocks ObjectFlagUpdatePacket
Résultat bool

UpdateRotation() public méthode

public UpdateRotation ( Quaternion rot ) : void
rot Quaternion
Résultat void

UpdateShape() public méthode

Update the shape of this part.
public UpdateShape ( ObjectShapePacket shapeBlock ) : void
shapeBlock ObjectShapePacket
Résultat void

UpdateShape() public méthode

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
public UpdateShape ( ObjectShapePacket shapeBlock, bool UpdatePhysics ) : void
shapeBlock ObjectShapePacket
UpdatePhysics bool
Résultat void

UpdateTexture() public méthode

Update the textures on the part.
public UpdateTexture ( Primitive tex, bool sendChangedEvent ) : void
tex OpenMetaverse.Primitive
sendChangedEvent bool
Résultat void

UpdateTextureEntry() public méthode

Update the texture entry for this part.
public UpdateTextureEntry ( byte textureEntry, bool sendChangedEvent ) : void
textureEntry byte
sendChangedEvent bool
Résultat void

aggregateScriptEvents() public méthode

public aggregateScriptEvents ( ) : void
Résultat void

clampedAABdistanceToSQ() public méthode

public clampedAABdistanceToSQ ( System.Vector3 target ) : float
target System.Vector3
Résultat float

registerRotTargetWaypoint() public méthode

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

registerTargetWaypoint() public méthode

public registerTargetWaypoint ( Vector3 target, float tolerance ) : int
target Vector3
tolerance float
Résultat int

startLookAt() public méthode

public startLookAt ( Quaternion rot, float damp, float strength ) : void
rot Quaternion
damp float
strength float
Résultat void

stopLookAt() public méthode

public stopLookAt ( ) : void
Résultat void

unregisterRotTargetWaypoint() public méthode

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

unregisterTargetWaypoint() public méthode

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

Property Details

m_acceleration protected_oe property

protected Vector3,System m_acceleration
Résultat System.Vector3

m_angularVelocity protected_oe property

protected Vector3,System m_angularVelocity
Résultat System.Vector3

m_crc protected_oe property

protected uint m_crc
Résultat uint

m_groupPosition protected_oe property

protected Vector3,System m_groupPosition
Résultat System.Vector3

m_inventory protected_oe property

protected SceneObjectPartInventory,Universe.Region m_inventory
Résultat SceneObjectPartInventory

m_lastAcceleration protected_oe property

protected Vector3,System m_lastAcceleration
Résultat System.Vector3

m_lastAngularVelocity protected_oe property

protected Vector3,System m_lastAngularVelocity
Résultat System.Vector3

m_lastGroupPosition protected_oe property

protected Vector3,System m_lastGroupPosition
Résultat System.Vector3

m_lastPosition protected_oe property

protected Vector3,System m_lastPosition
Résultat System.Vector3

m_lastRotation protected_oe property

protected Quaternion m_lastRotation
Résultat Quaternion

m_lastVelocity protected_oe property

protected Vector3,System m_lastVelocity
Résultat System.Vector3

m_localId protected_oe property

protected uint m_localId
Résultat uint

m_mediaUrl protected_oe property

Stores media texture data
protected string m_mediaUrl
Résultat string

m_name protected_oe property

protected string m_name
Résultat string

m_offsetPosition protected_oe property

protected Vector3,System m_offsetPosition
Résultat System.Vector3

m_parentGroup protected_oe property

protected SceneObjectGroup,Universe.Region m_parentGroup
Résultat SceneObjectGroup

m_particleSystem protected_oe property

protected byte[] m_particleSystem
Résultat byte[]

m_regionHandle protected_oe property

protected ulong m_regionHandle
Résultat ulong

m_shape protected_oe property

protected PrimitiveBaseShape m_shape
Résultat PrimitiveBaseShape

m_uuid protected_oe property

protected UUID m_uuid
Résultat UUID