C# Класс Universe.Region.SceneObjectGroup

Наследование: ISceneEntity
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Защищенные свойства (Protected)

Свойство Тип Описание
m_isSelected bool
m_parts SceneObjectPart>.Dictionary
m_partsList List
m_partsLock object
m_regionHandle ulong
m_rootPart SceneObjectPart
m_rotation Quaternion

Private Properties

Свойство Тип Описание
FixLinkNumbers void
FixVehicleParams void
LinkNonRootPart void
SetAxisRotation void
UpdateRootRotation void

Открытые методы

Метод Описание
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

Защищенные методы

Метод Описание
CheckForSignificantMovement ( ) : void

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

Приватные методы

Метод Описание
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

Описание методов

AddChild() публичный Метод

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
Результат bool

AddGroupTarget() публичный Метод

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

AddInventoryItem() публичный Метод

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.
Результат bool

AddKeyframedMotion() публичный Метод

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

ApplyNextOwnerPermissions() публичный Метод

public ApplyNextOwnerPermissions ( ) : void
Результат void

ApplyPermissions() публичный Метод

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

AttachToScene() публичный Метод

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

BackupPreparation() публичный Метод

public BackupPreparation ( ) : void
Результат void

CheckForSignificantMovement() защищенный Метод

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

CheckSculptAndLoad() публичный Метод

public CheckSculptAndLoad ( ) : void
Результат void

ChildrenEntities() публичный Метод

public ChildrenEntities ( ) : List
Результат List

ClearChildren() публичный Метод

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

ClearPartAttachmentData() публичный Метод

public ClearPartAttachmentData ( ) : void
Результат void

ClearUndoState() публичный Метод

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

ContainsPart() публичный Метод

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

Copy() публичный Метод

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
Результат ISceneEntity

CreateScriptInstances() публичный Метод

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
Результат void

DelinkFromGroup() публичный Метод

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
Результат ISceneEntity

DetachToGround() публичный Метод

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

DetachToInventoryPrep() публичный Метод

public DetachToInventoryPrep ( ) : void
Результат void

FinishedSerializingGenericProperties() публичный Метод

public FinishedSerializingGenericProperties ( ) : void
Результат void

FireAttachmentCollisionEvents() публичный Метод

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

ForEachPart() публичный Метод

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

ForceInventoryPersistence() публичный Метод

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

ForcePersistence() публичный Метод

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

GeneratedMesh() публичный Метод

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

GetAttachmentPoint() публичный Метод

public GetAttachmentPoint ( ) : byte
Результат byte

GetAttachmentPos() публичный Метод

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

GetAxisAlignedBoundingBox() публичный Метод

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

GetAxisAlignedBoundingBoxRaw() публичный Метод

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
Результат void

GetChildPart() публичный Метод

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

GetChildPart() публичный Метод

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

GetChildPrim() публичный Метод

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

GetChildPrim() публичный Метод

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

GetEffectivePermissions() публичный Метод

public GetEffectivePermissions ( ) : uint
Результат uint

GetHashCode() публичный Метод

public GetHashCode ( ) : int
Результат int

GetInventoryItem() публичный Метод

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
Результат Universe.Framework.SceneInfo.TaskInventoryItem

GetLinkNumPart() публичный Метод

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

GetMass() публичный Метод

public GetMass ( ) : float
Результат float

GetPartDescription() публичный Метод

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

GetPartName() публичный Метод

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

GetProperties() публичный Метод

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

GetSavedAttachmentPoint() публичный Метод

public GetSavedAttachmentPoint ( ) : byte
Результат byte

GetTorque() публичный Метод

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

GrabMovement() публичный Метод

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
Результат void

GroupResize() публичный Метод

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

GroupScale() публичный Метод

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

IsAttachmentCheckFull() публичный Метод

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

IsPhysical() публичный Метод

public IsPhysical ( ) : bool
Результат bool

LinkChild() публичный Метод

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
Результат bool

LinkToGroup() публичный Метод

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
Результат void

NonPhysicalGrabMovement() публичный Метод

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

ObjectGrabHandler() публичный Метод

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

OffsetForNewRegion() публичный Метод

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

OnGrabGroup() публичный Метод

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

OnGrabPart() публичный Метод

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

RebuildPhysicalRepresentation() публичный Метод

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
Результат void

RemoveChild() публичный Метод

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
Результат bool

RemoveGroupTarget() публичный Метод

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

RemoveInventoryItem() публичный Метод

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

RemoveScriptInstances() публичный Метод

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. ///
Результат void

ResetChildPrimPhysicsPositions() публичный Метод

public ResetChildPrimPhysicsPositions ( ) : void
Результат void

Resize() публичный Метод

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

ResumeScripts() публичный Метод

public ResumeScripts ( ) : void
Результат void

SceneObjectGroup() публичный Метод

public SceneObjectGroup ( ) : System
Результат System

SceneObjectGroup() публичный Метод

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

SceneObjectGroup() публичный Метод

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
Результат System

SceneObjectGroup() публичный Метод

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

SceneObjectGroup() публичный Метод

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
Результат System

ScheduleGroupTerseUpdate() публичный Метод

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

ScheduleGroupUpdate() публичный Метод

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

ScheduleGroupUpdateToAvatar() публичный Метод

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

ScriptSetPhantomStatus() публичный Метод

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

ScriptSetPhysicsStatus() публичный Метод

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

ScriptSetTemporaryStatus() публичный Метод

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

ScriptSetVolumeDetect() публичный Метод

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

ServiceObjectPropertiesFamilyRequest() публичный Метод

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

SetAbsolutePosition() публичный Метод

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

SetAttachmentPoint() публичный Метод

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

SetFromItemID() публичный Метод

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

SetGroup() публичный Метод

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
Результат void

SetHoverHeight() публичный Метод

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
Результат void

SetOwnerId() публичный Метод

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

SetPartDescription() публичный Метод

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

SetPartName() публичный Метод

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

SetPartOwner() публичный Метод

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

SetRootPart() публичный Метод

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

SetRootPartOwner() публичный Метод

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

SetText() публичный Метод

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

SpinMovement() публичный Метод

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
Результат void

SpinStart() публичный Метод

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

TestIntersection() публичный Метод

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

ToBinaryXml2() публичный Метод

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

ToString() публичный Метод

public ToString ( ) : string
Результат string

ToXml2() публичный Метод

public ToXml2 ( ) : string
Результат string

TriggerScriptChangedEvent() публичный Метод

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

TriggerScriptMovingEndEvent() публичный Метод

public TriggerScriptMovingEndEvent ( ) : void
Результат void

TriggerScriptMovingStartEvent() публичный Метод

public TriggerScriptMovingStartEvent ( ) : void
Результат void

Update() публичный Метод

public Update ( ) : void
Результат void

UpdateExtraParam() публичный Метод

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

UpdateGroupPosition() публичный Метод

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

UpdateGroupRotationPR() публичный Метод

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

UpdateGroupRotationR() публичный Метод

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

UpdateInventoryItem() публичный Метод

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 ///
Результат bool

UpdateOOBfromOOBs() публичный Метод

public UpdateOOBfromOOBs ( ) : void
Результат void

UpdatePermissions() публичный Метод

public UpdatePermissions ( UUID AgentID, byte field, uint localID, uint mask, byte addRemTF ) : void
AgentID UUID
field byte
localID uint
mask uint
addRemTF byte
Результат void

UpdatePrimFlags() публичный Метод

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
Результат void

UpdateRootPosition() публичный Метод

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

UpdateShape() публичный Метод

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

UpdateSinglePosition() публичный Метод

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
Результат void

UpdateSingleRotation() публичный Метод

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

UpdateSingleRotation() публичный Метод

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

UpdateTextureEntry() публичный Метод

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

aggregateScriptEvents() публичный Метод

public aggregateScriptEvents ( ) : void
Результат void

applyAngularImpulse() публичный Метод

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

applyImpulse() публичный Метод

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

checkAtTargets() публичный Метод

public checkAtTargets ( ) : void
Результат void

moveKeyframeMotion() публичный Метод

public moveKeyframeMotion ( ) : void
Результат void

moveToTarget() публичный Метод

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

registerRotTargetWaypoint() публичный Метод

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

registerTargetWaypoint() публичный Метод

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

setAngularImpulse() публичный Метод

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

stopMoveToTarget() публичный Метод

public stopMoveToTarget ( ) : void
Результат void

unregisterRotTargetWaypoint() публичный Метод

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

unregisterTargetWaypoint() публичный Метод

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

Описание свойств

m_isSelected защищенное свойство

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
Результат bool

m_parts защищенное свойство

protected Dictionary m_parts
Результат SceneObjectPart>.Dictionary

m_partsList защищенное свойство

protected List m_partsList
Результат List

m_partsLock защищенное свойство

protected object m_partsLock
Результат object

m_regionHandle защищенное свойство

protected ulong m_regionHandle
Результат ulong

m_rootPart защищенное свойство

protected SceneObjectPart,Universe.Region m_rootPart
Результат SceneObjectPart

m_rotation защищенное свойство

protected Quaternion m_rotation
Результат Quaternion