C# Class OpenSim.Region.Framework.Scenes.SceneObjectPart

Inheritance: ISceneChildEntity
显示文件 Open project: N3X15/VoxelSim Class Usage Examples

Public Properties

Property Type Description
AggregateScriptEvents scriptEvents
AllowedDrop bool
AttachedAvatar UUID
AttachedPos System.Vector3
AttachmentPoint uint
BlockGrab bool
DIE_AT_EDGE bool
FromFolderID UUID
FromItemID UUID
IgnoreUndoUpdate bool
IsAttachment bool
IsWaitingForFirstSpinUpdatePacket bool
PayPrice int[]
RETURN_AT_EDGE bool
RotationAxis Vector3
STATUS_ROTATE_X int
STATUS_ROTATE_Y int
STATUS_ROTATE_Z int
Sound UUID
SoundFlags byte
SoundGain double
SoundRadius double
SpinOldOrientation Quaternion
StatusSandbox bool
StatusSandboxPos Vector3
TimeStampFull uint
TimeStampLastActivity uint
TimeStampTerse uint
Undoing bool
VolumeDetectActive bool
m_APIDDamp float
m_APIDStrength float
m_APIDTarget Quaternion

Protected Properties

Property Type Description
m_acceleration Vector3
m_angularVelocity Vector3
m_groupPosition Vector3
m_inventory SceneObjectPartInventory
m_lastAcceleration Vector3
m_lastAngularVelocity Vector3
m_lastPosition Vector3
m_lastRotation Quaternion
m_lastTerseSent int
m_lastVelocity Vector3
m_localId uint
m_material Material
m_mediaUrl string
m_name string
m_offsetPosition Vector3
m_parentGroup SceneObjectGroup
m_particleSystem byte[]
m_regionHandle ulong
m_rotationOffset Quaternion
m_shape PrimitiveBaseShape
m_uuid UUID
m_velocity Vector3

Private Properties

Property Type Description
ApplyMask uint
ClearUpdateSchedule void
SendObjectPropertiesToClient void

Public Methods

Method Description
AddFlag ( PrimFlags flag ) : void
AddFullUpdateToAllAvatars ( ) : void

Tell all scene presences that they should send updates for this part to their clients

AddFullUpdateToAvatar ( ScenePresence presence ) : void

Tell the scene presence that it should send updates for this part to its client

AddNewParticleSystem ( Primitive pSystem ) : void
AddScriptLPS ( int count ) : void
AddTerseUpdateToAllAvatars ( ) : void
AddTerseUpdateToAvatar ( ScenePresence presence ) : 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
ApplyPhysics ( uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim ) : void

Apply physics to this part.

ClearUndoState ( ) : void
ConvertScriptUintToByte ( uint indata ) : byte
Copy ( uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed ) : SceneObjectPart

Duplicates this part.

Create ( ) : SceneObjectPart
DoPhysicsPropertyUpdate ( bool UsePhysics, bool isNew ) : void
FromXml ( UUID fromUserInventoryItemId, XmlTextReader xmlReader ) : SceneObjectPart

Restore this part from the serialized xml representation.

FromXml ( XmlTextReader xmlReader ) : SceneObjectPart

Restore this part from the serialized xml representation.

GetAvatarOnSitTarget ( ) : UUID
GetAxisRotation ( int axis ) : int
GetBlockGrab ( ) : bool
GetCameraAtOffset ( ) : System.Vector3
GetCameraEyeOffset ( ) : System.Vector3
GetDieAtEdge ( ) : bool
GetDistanceTo ( System.Vector3 a, System.Vector3 b ) : double
GetEffectiveObjectFlags ( ) : uint
GetForce ( ) : System.Vector3
GetForceMouselook ( ) : bool
GetGeometricCenter ( ) : System.Vector3
GetMass ( ) : float
GetNumberOfSides ( ) : int

Get the number of sides that this part has.

GetPrimType ( ) : PrimType

Tell us what type this prim is

GetProperties ( IClientAPI client ) : void
GetReturnAtEdge ( ) : bool
GetRootPartUUID ( ) : UUID
GetStatusSandbox ( ) : bool
GetTextColor ( ) : Color4
GetTorque ( ) : System.Vector3
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

IsBallJoint ( ) : bool
IsHingeJoint ( ) : bool
IsJoint ( ) : bool
MoveToTarget ( System.Vector3 target, float tau ) : void
OnGrab ( System.Vector3 offsetPos, IClientAPI remoteClient ) : void
PhysicsCollision ( EventArgs e ) : void
PhysicsOutOfBounds ( Vector3 pos ) : void
PhysicsRequestingTerseUpdate ( ) : void
PreloadSound ( string sound ) : void
Redo ( ) : void
RemFlag ( PrimFlags flag ) : void
RemoveParticleSystem ( ) : void
RemoveScriptEvents ( UUID scriptid ) : void
ResetExpire ( ) : void
ResetIDs ( int linkNum ) : void

Reset UUIDs for this part. This involves generate this part's own UUID and generating new UUIDs for all the items in the inventory.

Resize ( 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, Vector3 groupPosition, Quaternion rotationOffset, Vector3 offsetPosition ) : System

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

ScheduleFullUpdate ( ) : void

Schedules this prim for a full update

ScheduleTerseUpdate ( ) : void

Schedule a terse update for this prim. Terse updates only send position, rotation, velocity, rotational velocity and shape information.

ScriptSetPhantomStatus ( bool Phantom ) : void
ScriptSetPhysicsStatus ( bool UsePhysics ) : void
ScriptSetTemporaryStatus ( bool Temporary ) : void
ScriptSetVolumeDetect ( bool SetVD ) : void
SculptTextureCallback ( UUID textureID, AssetBase texture ) : void
SendFullUpdateToAllClients ( ) : void

Send a full update for this part to all clients.

SendFullUpdateToAllClientsExcept ( UUID agentID ) : void

Send a full update to all clients except the one nominated.

SendFullUpdateToClient ( IClientAPI remoteClient, Vector3 lPos, uint clientFlags ) : void

Sends a full update to the client

SendFullUpdateToClient ( IClientAPI remoteClient, uint clientflags ) : void

Sends a full update to the client

SendScheduledUpdates ( ) : void

Tell all the prims which have had updates scheduled

SendSound ( string sound, double volume, bool triggered, byte flags, float radius, bool useMaster, bool isMaster ) : void

Trigger or play an attached sound in this part's inventory.

SendTerseUpdateToAllClients ( ) : void

Send a terse update to all clients

SendTerseUpdateToClient ( IClientAPI remoteClient ) : void
SetAngularImpulse ( 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 ( uint AttachmentPoint ) : void
SetAvatarOnSitTarget ( UUID avatarID ) : void
SetAxisRotation ( int axis, int rotate ) : void
SetBlockGrab ( bool p ) : void
SetBuoyancy ( float fvalue ) : void
SetCameraAtOffset ( Vector3 v ) : void
SetCameraEyeOffset ( Vector3 v ) : void
SetDieAtEdge ( bool p ) : void
SetFaceColor ( Vector3 color, int face ) : void

Set the color of prim faces

SetFloatOnWater ( int floatYN ) : void
SetForce ( Vector3 force ) : void
SetForceMouselook ( bool force ) : void
SetGroup ( UUID groupID, IClientAPI client ) : 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.

SetParent ( SceneObjectGroup parent ) : void

SetParentLocalId ( uint localID ) : void
SetPhysicsAxisRotation ( ) : void
SetReturnAtEdge ( bool p ) : void
SetScriptEvents ( UUID scriptid, int events ) : void

Set the events that this part will pass on to listeners.

SetStatusSandbox ( bool p ) : void
SetText ( string text ) : void

Set the text displayed for this part.

SetText ( string text, 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 rotation ) : void
SetVehicleType ( int type ) : void
SetVehicleVectorParam ( int param, Vector3 value ) : void
StopHover ( ) : void
StopLookAt ( ) : void
StopMoveToTarget ( ) : void
StoreUndoState ( ) : void
TestIntersection ( Ray iray, Quaternion parentrot ) : EntityIntersection
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
UpdateExtraParam ( ushort type, bool inUse, byte data ) : void
UpdateGroupPosition ( Vector3 pos ) : void
UpdateLookAt ( ) : void
UpdateMovement ( ) : void
UpdateOffSet ( Vector3 pos ) : void

UpdatePermissions ( UUID AgentID, byte field, uint localID, uint mask, byte addRemTF ) : void
UpdatePrimFlags ( bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD ) : void
UpdateRotation ( Quaternion rot ) : void
UpdateShape ( ObjectShapePacket shapeBlock ) : void

Update the shape of this part.

UpdateTexture ( Primitive tex ) : void

Update the textures on the part.

UpdateTextureEntry ( byte textureEntry ) : void

Update the texture entry for this part.

aggregateScriptEvents ( ) : void
registerRotTargetWaypoint ( Quaternion target, float tolerance ) : int
registerTargetWaypoint ( Vector3 target, float tolerance ) : int
rotLookAt ( Quaternion target, float strength, float damping ) : void
startLookAt ( Quaternion rot, float damp, float strength ) : void
stopLookAt ( ) : void
unregisterRotTargetWaypoint ( int handle ) : void
unregisterTargetWaypoint ( int handle ) : void

Protected Methods

Method Description
AssetReceived ( string id, Object sender, AssetBase asset ) : void
HasCutHollowDimpleProfileCut ( PrimType primType, OpenSim.Framework.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

SendFullUpdate ( IClientAPI remoteClient, uint clientFlags ) : void

Send a full update to the client for the given part

Private Methods

Method Description
ApplyMask ( uint val, bool set, uint mask ) : uint
ClearUpdateSchedule ( ) : void

Clear all pending updates of parts to clients

SendObjectPropertiesToClient ( UUID AgentID ) : void

Method Details

AddFlag() public method

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

AddFullUpdateToAllAvatars() public method

Tell all scene presences that they should send updates for this part to their clients
public AddFullUpdateToAllAvatars ( ) : void
return void

AddFullUpdateToAvatar() public method

Tell the scene presence that it should send updates for this part to its client
public AddFullUpdateToAvatar ( ScenePresence presence ) : void
presence ScenePresence
return void

AddNewParticleSystem() public method

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

AddScriptLPS() public method

public AddScriptLPS ( int count ) : void
count int
return void

AddTerseUpdateToAllAvatars() public method

public AddTerseUpdateToAllAvatars ( ) : void
return void

AddTerseUpdateToAvatar() public method

public AddTerseUpdateToAvatar ( ScenePresence presence ) : void
presence ScenePresence
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

ApplyPhysics() public method

Apply physics to this part.
public ApplyPhysics ( uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim ) : void
rootObjectFlags uint
VolumeDetectActive bool
m_physicalPrim bool
return void

AssetReceived() protected method

protected AssetReceived ( string id, Object sender, AssetBase asset ) : void
id string
sender Object
asset 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 ( uint localID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed ) : SceneObjectPart
localID uint
AgentID UUID
GroupID UUID
linkNum int
userExposed bool True if the duplicate will immediately be in the scene, false otherwise
return SceneObjectPart

Create() public static method

public static Create ( ) : SceneObjectPart
return SceneObjectPart

DoPhysicsPropertyUpdate() public method

public DoPhysicsPropertyUpdate ( bool UsePhysics, bool isNew ) : void
UsePhysics bool
isNew bool
return void

FromXml() public static method

Restore this part from the serialized xml representation.
public static FromXml ( UUID fromUserInventoryItemId, XmlTextReader xmlReader ) : SceneObjectPart
fromUserInventoryItemId UUID The inventory id from which this part came, if applicable
xmlReader System.Xml.XmlTextReader
return SceneObjectPart

FromXml() public static method

Restore this part from the serialized xml representation.
public static FromXml ( XmlTextReader xmlReader ) : SceneObjectPart
xmlReader System.Xml.XmlTextReader
return SceneObjectPart

GetAvatarOnSitTarget() public method

public GetAvatarOnSitTarget ( ) : UUID
return UUID

GetAxisRotation() public method

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

GetBlockGrab() public method

public GetBlockGrab ( ) : bool
return bool

GetCameraAtOffset() public method

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

GetCameraEyeOffset() public method

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

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

GetForceMouselook() public method

public GetForceMouselook ( ) : bool
return bool

GetGeometricCenter() public method

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

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 ( ) : PrimType
return 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

GetStatusSandbox() public method

public GetStatusSandbox ( ) : bool
return bool

GetTextColor() public method

public GetTextColor ( ) : Color4
return Color4

GetTorque() public method

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

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

HasCutHollowDimpleProfileCut() protected static method

Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
protected static HasCutHollowDimpleProfileCut ( PrimType primType, OpenSim.Framework.PrimitiveBaseShape shape, bool &hasCut, bool &hasHollow, bool &hasDimple, bool &hasProfileCut ) : void
primType PrimType
shape OpenSim.Framework.PrimitiveBaseShape
hasCut bool
hasHollow bool
hasDimple bool
hasProfileCut bool
return void

IsBallJoint() public method

public IsBallJoint ( ) : bool
return bool

IsHingeJoint() public method

public IsHingeJoint ( ) : bool
return bool

IsJoint() public method

public IsJoint ( ) : bool
return bool

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 EventArgs
return void

PhysicsOutOfBounds() public method

public PhysicsOutOfBounds ( Vector3 pos ) : void
pos 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 ) : void
flag PrimFlags
return void

RemoveParticleSystem() public method

public RemoveParticleSystem ( ) : void
return void

RemoveScriptEvents() public method

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

ResetExpire() public method

public ResetExpire ( ) : void
return void

ResetIDs() public method

Reset UUIDs for this part. This involves generate this part's own UUID and generating new UUIDs for all the items in the inventory.
public ResetIDs ( int linkNum ) : void
linkNum int Link number for the part
return void

Resize() public method

Resize this part.
public Resize ( Vector3 scale ) : void
scale 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, Vector3 groupPosition, Quaternion rotationOffset, Vector3 offsetPosition ) : System
ownerID UUID
shape PrimitiveBaseShape
groupPosition Vector3
rotationOffset Quaternion
offsetPosition Vector3
return System

ScheduleFullUpdate() public method

Schedules this prim for a full update
public ScheduleFullUpdate ( ) : void
return void

ScheduleTerseUpdate() public method

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

ScriptSetPhantomStatus() public method

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

ScriptSetPhysicsStatus() public method

public ScriptSetPhysicsStatus ( bool UsePhysics ) : void
UsePhysics 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

SculptTextureCallback() public method

public SculptTextureCallback ( UUID textureID, AssetBase texture ) : void
textureID UUID
texture AssetBase
return void

SendFullUpdate() protected method

Send a full update to the client for the given part
protected SendFullUpdate ( IClientAPI remoteClient, uint clientFlags ) : void
remoteClient IClientAPI
clientFlags uint
return void

SendFullUpdateToAllClients() public method

Send a full update for this part to all clients.
public SendFullUpdateToAllClients ( ) : void
return void

SendFullUpdateToAllClientsExcept() public method

Send a full update to all clients except the one nominated.
public SendFullUpdateToAllClientsExcept ( UUID agentID ) : void
agentID UUID
return void

SendFullUpdateToClient() public method

Sends a full update to the client
public SendFullUpdateToClient ( IClientAPI remoteClient, Vector3 lPos, uint clientFlags ) : void
remoteClient IClientAPI
lPos Vector3
clientFlags uint
return void

SendFullUpdateToClient() public method

Sends a full update to the client
public SendFullUpdateToClient ( IClientAPI remoteClient, uint clientflags ) : void
remoteClient IClientAPI
clientflags uint
return void

SendScheduledUpdates() public method

Tell all the prims which have had updates scheduled
public SendScheduledUpdates ( ) : void
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, bool useMaster, bool isMaster ) : void
sound string
volume double
triggered bool
flags byte
radius float
useMaster bool
isMaster bool
return void

SendTerseUpdateToAllClients() public method

Send a terse update to all clients
public SendTerseUpdateToAllClients ( ) : void
return void

SendTerseUpdateToClient() public method

public SendTerseUpdateToClient ( IClientAPI remoteClient ) : void
remoteClient IClientAPI
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 ( Vector3 impulsei, bool localGlobalTF ) : void
impulsei Vector3 Vector force
localGlobalTF bool true for the local frame, false for the global frame
return void

SetAttachmentPoint() public method

public SetAttachmentPoint ( uint AttachmentPoint ) : void
AttachmentPoint uint
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 p ) : void
p bool
return void

SetBuoyancy() public method

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

SetCameraAtOffset() public method

public SetCameraAtOffset ( Vector3 v ) : void
v Vector3
return void

SetCameraEyeOffset() public method

public SetCameraEyeOffset ( Vector3 v ) : void
v Vector3
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 ( Vector3 color, int face ) : void
color Vector3
face int
return void

SetFloatOnWater() public method

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

SetForce() public method

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

SetForceMouselook() public method

public SetForceMouselook ( bool force ) : void
force bool
return void

SetGroup() public method

public SetGroup ( UUID groupID, IClientAPI client ) : void
groupID UUID
client IClientAPI
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

SetParent() public method

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

SetParentLocalId() public method

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

SetPhysicsAxisRotation() public method

public SetPhysicsAxisRotation ( ) : void
return void

SetReturnAtEdge() public method

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

SetScriptEvents() public method

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

SetText() public method

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

SetVehicleType() public method

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

SetVehicleVectorParam() public method

public SetVehicleVectorParam ( int param, Vector3 value ) : void
param int
value 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

TestIntersection() public method

public TestIntersection ( Ray iray, Quaternion parentrot ) : EntityIntersection
iray Ray
parentrot Quaternion
return EntityIntersection

TestIntersectionOBB() public method

public TestIntersectionOBB ( Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters ) : EntityIntersection
iray Ray
parentrot Quaternion
frontFacesOnly bool
faceCenters bool
return EntityIntersection

ToString() public method

public ToString ( ) : string
return string

ToXml() public method

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

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 ( Vector3 pos ) : void
pos Vector3
return void

UpdateLookAt() public method

public UpdateLookAt ( ) : void
return void

UpdateMovement() public method

public UpdateMovement ( ) : void
return void

UpdateOffSet() public method

public UpdateOffSet ( Vector3 pos ) : void
pos 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 ) : void
UsePhysics bool
IsTemporary bool
IsPhantom bool
IsVD bool
return void

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

UpdateTexture() public method

Update the textures on the part.
public UpdateTexture ( Primitive tex ) : void
tex Primitive
return void

UpdateTextureEntry() public method

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

aggregateScriptEvents() public method

public aggregateScriptEvents ( ) : void
return void

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

rotLookAt() public method

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

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

AggregateScriptEvents public_oe property

public scriptEvents AggregateScriptEvents
return scriptEvents

AllowedDrop public_oe property

public bool AllowedDrop
return bool

AttachedAvatar public_oe property

public UUID AttachedAvatar
return UUID

AttachedPos public_oe property

public Vector3,System AttachedPos
return System.Vector3

AttachmentPoint public_oe property

public uint AttachmentPoint
return uint

BlockGrab public_oe property

public bool BlockGrab
return bool

DIE_AT_EDGE public_oe property

public bool DIE_AT_EDGE
return bool

FromFolderID public_oe property

public UUID FromFolderID
return UUID

FromItemID public_oe property

public UUID FromItemID
return UUID

IgnoreUndoUpdate public_oe property

public bool IgnoreUndoUpdate
return bool

IsAttachment public_oe property

public bool IsAttachment
return bool

IsWaitingForFirstSpinUpdatePacket public_oe property

public bool IsWaitingForFirstSpinUpdatePacket
return bool

PayPrice public_oe property

public int[] PayPrice
return int[]

RETURN_AT_EDGE public_oe property

public bool RETURN_AT_EDGE
return bool

RotationAxis public_oe property

public Vector3 RotationAxis
return Vector3

STATUS_ROTATE_X public_oe property

public int STATUS_ROTATE_X
return int

STATUS_ROTATE_Y public_oe property

public int STATUS_ROTATE_Y
return int

STATUS_ROTATE_Z public_oe property

public int STATUS_ROTATE_Z
return int

Sound public_oe property

public UUID Sound
return UUID

SoundFlags public_oe property

public byte SoundFlags
return byte

SoundGain public_oe property

public double SoundGain
return double

SoundRadius public_oe property

public double SoundRadius
return double

SpinOldOrientation public_oe property

public Quaternion SpinOldOrientation
return Quaternion

StatusSandbox public_oe property

public bool StatusSandbox
return bool

StatusSandboxPos public_oe property

public Vector3 StatusSandboxPos
return Vector3

TimeStampFull public_oe property

public uint TimeStampFull
return uint

TimeStampLastActivity public_oe property

public uint TimeStampLastActivity
return uint

TimeStampTerse public_oe property

public uint TimeStampTerse
return uint

Undoing public_oe property

public bool Undoing
return bool

VolumeDetectActive public_oe property

public bool VolumeDetectActive
return bool

m_APIDDamp public_oe property

public float m_APIDDamp
return float

m_APIDStrength public_oe property

public float m_APIDStrength
return float

m_APIDTarget public_oe property

public Quaternion m_APIDTarget
return Quaternion

m_acceleration protected_oe property

protected Vector3 m_acceleration
return Vector3

m_angularVelocity protected_oe property

protected Vector3 m_angularVelocity
return Vector3

m_groupPosition protected_oe property

protected Vector3 m_groupPosition
return Vector3

m_inventory protected_oe property

protected SceneObjectPartInventory m_inventory
return SceneObjectPartInventory

m_lastAcceleration protected_oe property

protected Vector3 m_lastAcceleration
return Vector3

m_lastAngularVelocity protected_oe property

protected Vector3 m_lastAngularVelocity
return Vector3

m_lastPosition protected_oe property

protected Vector3 m_lastPosition
return Vector3

m_lastRotation protected_oe property

protected Quaternion m_lastRotation
return Quaternion

m_lastTerseSent protected_oe property

protected int m_lastTerseSent
return int

m_lastVelocity protected_oe property

protected Vector3 m_lastVelocity
return Vector3

m_localId protected_oe property

protected uint m_localId
return uint

m_material protected_oe property

protected Material m_material
return Material

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 m_offsetPosition
return Vector3

m_parentGroup protected_oe property

protected SceneObjectGroup 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_rotationOffset protected_oe property

protected Quaternion m_rotationOffset
return Quaternion

m_shape protected_oe property

protected PrimitiveBaseShape m_shape
return PrimitiveBaseShape

m_uuid protected_oe property

protected UUID m_uuid
return UUID

m_velocity protected_oe property

protected Vector3 m_velocity
return Vector3