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

This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components should be migrated out over time.
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Защищенные свойства (Protected)

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

Открытые методы

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

Add a newly created object to the scene.

DeleteSceneObject ( UUID uuid, bool resultOfObjectLinked ) : bool

Delete an object from the scene

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

Duplicate the given object.

ForEachScenePresence ( Action action ) : void

Performs action on all scene presences. This can ultimately run the actions in parallel but any delegates passed in will need to implement their own locking on data they reference and modify outside of the scope of the delegate.

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

Get the controlling client for the given avatar, if there is one. FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't use the ScenePresence. This could be better solved in a number of ways - we could establish an OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more suitable solution).

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

GetGroupByPrim ( uint localID ) : SceneObjectGroup

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

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

Update the position of the given part

removeUserCount ( bool TypeRCTF ) : void

Защищенные методы

Метод Описание
AddActiveScripts ( int number ) : void
AddNewSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool

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

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

Add an object into the scene that has come from storage

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

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

AddScenePresence ( ScenePresence presence ) : void

Add a presence to the scene

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

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

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

Delink a linkset

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

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

ForEachSOG ( Action action ) : void

Performs action on all scene object groups.

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

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

GetSceneObjectPart ( UUID fullID ) : SceneObjectPart

Get a part contained in this scene.

GetSceneObjectPart ( string name ) : SceneObjectPart

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

GetSceneObjectPart ( uint localID ) : SceneObjectPart

Get a part contained in this scene.

GetScenePresence ( UUID agentID ) : ScenePresence

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

GetScenePresence ( string firstName, string lastName ) : ScenePresence

Request the scene presence by name.

GetScenePresence ( uint localID ) : ScenePresence

Request the scene presence by localID.

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

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

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

Move the given object

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

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

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

Remove a presence from the scene

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

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

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

Spin the given object

SpinStart ( UUID objectID, IClientAPI remoteClient ) : void

Start spinning the given object

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

Process all pending updates

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

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

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

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

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

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

Update the position of the given part

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

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

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

Update the texture entry of the given prim.

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

Calculates the distance between two Vector3s

physicsBasedCrash ( ) : void

Приватные методы

Метод Описание
GetGroupByPrim ( UUID fullID ) : SceneObjectGroup

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

GetScenePresences ( ) : List

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

Описание методов

AddActiveScripts() защищенный Метод

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

AddNewSceneObject() публичный Метод

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

AddNewSceneObject() защищенный Метод

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

AddPhysicalPrim() защищенный Метод

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

AddRestoredSceneObject() защищенный Метод

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

AddSceneObject() защищенный Метод

Add an object to the scene. This will both update the scene, and send information about the new object to all clients interested in the scene.
protected AddSceneObject ( SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates ) : bool
sceneObject SceneObjectGroup
attachToBackup bool /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts ///
sendClientUpdates bool /// If true, updates for the new scene object are sent to all viewers in range. /// If false, it is left to the caller to schedule the update ///
Результат bool

AddScenePresence() защищенный Метод

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

AddToScriptLPS() защищенный Метод

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

AddToUpdateList() защищенный Метод

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

Close() защищенный Метод

protected Close ( ) : void
Результат void

ConvertLocalIDToFullID() защищенный Метод

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

CreateAndAddChildScenePresence() защищенный Метод

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

DeleteSceneObject() публичный Метод

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

DelinkObjects() защищенный Метод

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

DropObject() публичный Метод

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

DuplicateObject() публичный Метод

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

DuplicateObject() защищенный Метод

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

ForEachSOG() защищенный Метод

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

ForEachScenePresence() публичный Метод

Performs action on all scene presences. This can ultimately run the actions in parallel but any delegates passed in will need to implement their own locking on data they reference and modify outside of the scope of the delegate.
public ForEachScenePresence ( Action action ) : void
action Action
Результат void

GetActiveObjectsCount() публичный Метод

public GetActiveObjectsCount ( ) : int
Результат int

GetActiveScriptsCount() публичный Метод

public GetActiveScriptsCount ( ) : int
Результат int

GetChildAgentCount() публичный Метод

public GetChildAgentCount ( ) : int
Результат int

GetClosestIntersectingPrim() защищенный Метод

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

GetCoarseLocations() публичный Метод

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

GetControllingClient() публичный Метод

Get the controlling client for the given avatar, if there is one. FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't use the ScenePresence. This could be better solved in a number of ways - we could establish an OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more suitable solution).
this used to be protected internal, but that prevents CapabilitiesModule from accessing it
public GetControllingClient ( UUID agentId ) : IClientAPI
agentId UUID
Результат IClientAPI

GetEntities() защищенный Метод

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

GetGroupByPrim() публичный Метод

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

GetRootAgentCount() публичный Метод

public GetRootAgentCount ( ) : int
Результат int

GetSceneObjectPart() защищенный Метод

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

GetSceneObjectPart() защищенный Метод

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

GetSceneObjectPart() защищенный Метод

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

GetScenePresence() защищенный Метод

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

GetScenePresence() защищенный Метод

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

GetScenePresence() защищенный Метод

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

GetScriptLPS() публичный Метод

public GetScriptLPS ( ) : int
Результат int

GetTopScripts() публичный Метод

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

GetTotalObjectsCount() публичный Метод

public GetTotalObjectsCount ( ) : int
Результат int

HandleObjectGroupUpdate() защищенный Метод

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

HandleRedo() защищенный Метод

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

HandleUndo() защищенный Метод

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

LinkObjects() защищенный Метод

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

MakeObjectSearchable() защищенный Метод

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

MoveObject() защищенный Метод

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

PrimClickAction() защищенный Метод

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

PrimDescription() защищенный Метод

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

PrimMaterial() защищенный Метод

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

PrimName() защищенный Метод

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

RecalculateStats() публичный Метод

public RecalculateStats ( ) : void
Результат void

RemovePhysicalPrim() защищенный Метод

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

RemoveScenePresence() защищенный Метод

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

RequestObjectPropertiesFamily() защищенный Метод

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

SceneGraph() защищенный Метод

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

SpinObject() защищенный Метод

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

SpinStart() защищенный Метод

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

SwapRootChildAgent() защищенный Метод

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

TryGetAvatarByName() защищенный Метод

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

TryGetScenePresence() защищенный Метод

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

UpdateExtraParam() защищенный Метод

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

UpdateObjectGroups() защищенный Метод

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

UpdatePhysics() защищенный Метод

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

UpdatePreparePhysics() защищенный Метод

protected UpdatePreparePhysics ( ) : void
Результат void

UpdatePresences() защищенный Метод

protected UpdatePresences ( ) : void
Результат void

UpdatePrimFlags() защищенный Метод

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

UpdatePrimGroupScale() защищенный Метод

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

UpdatePrimPosition() публичный Метод

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

UpdatePrimRotation() защищенный Метод

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

UpdatePrimRotation() защищенный Метод

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

UpdatePrimScale() защищенный Метод

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

UpdatePrimShape() защищенный Метод

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

UpdatePrimSinglePosition() защищенный Метод

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

UpdatePrimSingleRotation() защищенный Метод

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

UpdatePrimSingleRotationPosition() защищенный Метод

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

UpdatePrimTexture() защищенный Метод

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

UpdateScenePresenceMovement() защищенный Метод

protected UpdateScenePresenceMovement ( ) : void
Результат void

Vector3Distance() защищенный Метод

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

physicsBasedCrash() защищенный Метод

protected physicsBasedCrash ( ) : void
Результат void

removeUserCount() публичный Метод

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

Описание свойств

Entities защищенное свойство

protected EntityManager,OpenSim.Framework Entities
Результат OpenSim.Framework.EntityManager

RestorePresences защищенное свойство

protected Dictionary RestorePresences
Результат ScenePresence>.Dictionary

SceneObjectGroupsByFullID защищенное свойство

protected Dictionary SceneObjectGroupsByFullID
Результат SceneObjectGroup>.Dictionary

SceneObjectGroupsByLocalID защищенное свойство

protected Dictionary SceneObjectGroupsByLocalID
Результат SceneObjectGroup>.Dictionary

_PhyScene защищенное свойство

protected PhysicsScene _PhyScene
Результат PhysicsScene

m_activeScripts защищенное свойство

protected int m_activeScripts
Результат int

m_numChildAgents защищенное свойство

protected int m_numChildAgents
Результат int

m_numPrim защищенное свойство

protected int m_numPrim
Результат int

m_numRootAgents защищенное свойство

protected int m_numRootAgents
Результат int

m_parentScene защищенное свойство

protected Scene m_parentScene
Результат Scene

m_physicalPrim защищенное свойство

protected int m_physicalPrim
Результат int

m_presenceLock защищенное свойство

protected object m_presenceLock
Результат object

m_regInfo защищенное свойство

protected RegionInfo m_regInfo
Результат RegionInfo

m_scenePresenceArray защищенное свойство

protected List m_scenePresenceArray
Результат List

m_scenePresenceMap защищенное свойство

protected Dictionary m_scenePresenceMap
Результат ScenePresence>.Dictionary

m_scriptLPS защищенное свойство

protected int m_scriptLPS
Результат int

m_syncRoot защищенное свойство

protected object m_syncRoot
Результат object

m_updateList защищенное свойство

protected Dictionary m_updateList
Результат SceneObjectGroup>.Dictionary