C# Class Universe.Region.SceneObjectPart

Inheritance: ISceneChildEntity
ファイルを表示 Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Protected Properties

Property 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

Property Type Description
ApplyMask uint
IsTerse bool
TriggerScriptMovingEndEvent void
TriggerScriptMovingStartEvent void

Public Methods

Method 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

Protected Methods

Method Description
HasCutHollowDimpleProfileCut ( Universe.Framework.SceneInfo.PrimType primType, PrimitiveBaseShape shape, bool &hasCut, bool &hasHollow, bool &hasDimple, bool &hasProfileCut ) : void

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

Private Methods

Method Description
ApplyMask ( uint val, bool set, uint mask ) : uint
IsTerse ( PrimUpdateFlags flags ) : bool

Check to see whether the given flags make it a terse update

TriggerScriptMovingEndEvent ( ) : void
TriggerScriptMovingStartEvent ( ) : void

Method Details

AABdistanceToSQ() public method

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

AddFlag() public method

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

AddNewParticleSystem() public method

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

AddTextureAnimation() public method

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

AdjustSoundGain() public method

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

ApplyAngularImpulse() public method

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
return void

ApplyImpulse() public method

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
return void

ApplyNextOwnerPermissions() public method

public ApplyNextOwnerPermissions ( ) : void
return void

ApplyPermissions() public method

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

AssetReceived() public method

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

ClearUndoState() public method

public ClearUndoState ( ) : void
return void

ConvertScriptUintToByte() public method

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

Copy() public method

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

FinishedSerializingGenericProperties() public method

public FinishedSerializingGenericProperties ( ) : void
return void

FireOnAddedPhysics() public method

public FireOnAddedPhysics ( ) : void
return void

FireOnRemovedPhysics() public method

public FireOnRemovedPhysics ( ) : void
return void

FixGroupPosition() public method

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

FixGroupPositionComum() public method

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

FixOffsetPosition() public method

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

GenerateRotationalVelocityFromOmega() public method

public GenerateRotationalVelocityFromOmega ( ) : void
return void

GetAxisRotation() public method

public GetAxisRotation ( int axis ) : int
axis int
return int

GetBlockGrab() public method

public GetBlockGrab ( bool wholeObjectBlock ) : bool
wholeObjectBlock bool
return bool

GetDieAtEdge() public method

public GetDieAtEdge ( ) : bool
return bool

GetDistanceTo() public method

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

GetEffectiveObjectFlags() public method

public GetEffectiveObjectFlags ( ) : uint
return uint

GetForce() public method

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

GetGeometricCenter() public method

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

GetGroupPosition() public method

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

GetHashCode() public method

public GetHashCode ( ) : int
return int

GetMass() public method

public GetMass ( ) : float
return float

GetNumberOfSides() public method

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

GetPrimType() public method

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

GetProperties() public method

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

GetReturnAtEdge() public method

public GetReturnAtEdge ( ) : bool
return bool

GetRootPartUUID() public method

public GetRootPartUUID ( ) : UUID
return UUID

GetRotationOffset() public method

public GetRotationOffset ( ) : Quaternion
return Quaternion

GetStatusSandbox() public method

public GetStatusSandbox ( ) : bool
return bool

GetTextColor() public method

public GetTextColor ( ) : Color4
return Color4

GetWorldPosition() public method

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
return System.Vector3

GetWorldRotation() public method

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

GroupScale() public method

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

HasCutHollowDimpleProfileCut() protected static method

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
return void

MoveToTarget() public method

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

OnGrab() public method

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

PhysicsCollision() public method

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

PhysicsOutOfBounds() public method

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

PhysicsRequestingTerseUpdate() public method

public PhysicsRequestingTerseUpdate ( ) : void
return void

PreloadSound() public method

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

Redo() public method

public Redo ( ) : void
return void

RemFlag() public method

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

RemoveAvatarOnSitTarget() public method

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

RemoveParticleSystem() public method

public RemoveParticleSystem ( ) : void
return void

RemoveScriptEvents() public method

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

ResetEntityIDs() public method

public ResetEntityIDs ( ) : void
return void

ResetExpire() public method

public ResetExpire ( ) : void
return void

Resize() public method

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

RotLookAt() public method

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

SceneObjectPart() public method

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

SceneObjectPart() public method

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
return System

ScheduleTerseUpdate() public method

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

ScheduleUpdate() public method

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

ScriptSetPhantomStatus() public method

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

ScriptSetTemporaryStatus() public method

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

ScriptSetVolumeDetect() public method

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

SendObjectPropertiesToClient() public method

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

SendSound() public method

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
return void

SetAngularImpulse() public method

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
return void

SetAttachmentPoint() public method

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

SetAvatarOnSitTarget() public method

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

SetAxisRotation() public method

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

SetBlockGrab() public method

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

SetBuoyancy() public method

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

SetConeOfSilence() public method

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

SetDieAtEdge() public method

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

SetFaceColor() public method

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

SetFloatOnWater() public method

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

SetForce() public method

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

SetGroup() public method

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

SetGroupPosition() public method

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

SetMoveToTarget() public method

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

SetOffsetPosition() public method

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

SetParent() public method

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

SetParentLocalId() public method

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

SetPhysActorCameraPos() public method

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

SetPhysicsAxisRotation() public method

public SetPhysicsAxisRotation ( ) : void
return void

SetReturnAtEdge() public method

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

SetRotationOffset() public method

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

SetScriptEvents() public method

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

SetSoundQueueing() public method

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

SetStatusSandbox() public method

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

SetText() public method

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

SetVehicleFlags() public method

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

SetVehicleFloatParam() public method

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

SetVehicleRotationParam() public method

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

SetVehicleType() public method

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

SetVehicleVectorParam() public method

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

StopHover() public method

public StopHover ( ) : void
return void

StopLookAt() public method

public StopLookAt ( ) : void
return void

StopMoveToTarget() public method

public StopMoveToTarget ( ) : void
return void

StoreUndoState() public method

public StoreUndoState ( ) : void
return void

TestIntersectionOBB() public method

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

ToString() public method

public ToString ( ) : string
return string

ToXml() public method

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

TriggerScriptChangedEvent() public method

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

TrimPermissions() public method

public TrimPermissions ( ) : void
return void

Undo() public method

public Undo ( ) : void
return void

UpdateColor() public method

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

UpdateExtraParam() public method

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

UpdateGroupPosition() public method

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

UpdateLookAt() public method

public UpdateLookAt ( ) : void
return void

UpdateMaterial() public method

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

UpdateOOBfromOOBs() public method

public UpdateOOBfromOOBs ( ) : void
return void

UpdateOffSet() public method

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

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

UpdateRotation() public method

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

UpdateShape() public method

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

UpdateShape() public method

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
return void

UpdateTexture() public method

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

UpdateTextureEntry() public method

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

aggregateScriptEvents() public method

public aggregateScriptEvents ( ) : void
return void

clampedAABdistanceToSQ() public method

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

registerRotTargetWaypoint() public method

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

registerTargetWaypoint() public method

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

startLookAt() public method

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

stopLookAt() public method

public stopLookAt ( ) : 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_acceleration protected_oe property

protected Vector3,System m_acceleration
return System.Vector3

m_angularVelocity protected_oe property

protected Vector3,System m_angularVelocity
return System.Vector3

m_crc protected_oe property

protected uint m_crc
return uint

m_groupPosition protected_oe property

protected Vector3,System m_groupPosition
return System.Vector3

m_inventory protected_oe property

protected SceneObjectPartInventory,Universe.Region m_inventory
return SceneObjectPartInventory

m_lastAcceleration protected_oe property

protected Vector3,System m_lastAcceleration
return System.Vector3

m_lastAngularVelocity protected_oe property

protected Vector3,System m_lastAngularVelocity
return System.Vector3

m_lastGroupPosition protected_oe property

protected Vector3,System m_lastGroupPosition
return System.Vector3

m_lastPosition protected_oe property

protected Vector3,System m_lastPosition
return System.Vector3

m_lastRotation protected_oe property

protected Quaternion m_lastRotation
return Quaternion

m_lastVelocity protected_oe property

protected Vector3,System m_lastVelocity
return System.Vector3

m_localId protected_oe property

protected uint m_localId
return uint

m_mediaUrl protected_oe property

Stores media texture data
protected string m_mediaUrl
return string

m_name protected_oe property

protected string m_name
return string

m_offsetPosition protected_oe property

protected Vector3,System m_offsetPosition
return System.Vector3

m_parentGroup protected_oe property

protected SceneObjectGroup,Universe.Region m_parentGroup
return SceneObjectGroup

m_particleSystem protected_oe property

protected byte[] m_particleSystem
return byte[]

m_regionHandle protected_oe property

protected ulong m_regionHandle
return ulong

m_shape protected_oe property

protected PrimitiveBaseShape m_shape
return PrimitiveBaseShape

m_uuid protected_oe property

protected UUID m_uuid
return UUID