Property | Type | Description | |
---|---|---|---|
m_isSelected | bool | ||
m_parts | SceneObjectPart>.Dictionary | ||
m_partsList | List |
||
m_partsLock | object | ||
m_regionHandle | ulong | ||
m_rootPart | |||
m_rotation | Quaternion |
Property | Type | Description | |
---|---|---|---|
FixLinkNumbers | void | ||
FixVehicleParams | void | ||
LinkNonRootPart | void | ||
SetAxisRotation | void | ||
UpdateRootRotation | void |
Method | Description | |
---|---|---|
AddChild ( ISceneChildEntity child, int linkNum ) : bool |
Add a child to the group, set the parent id's and then set the link number
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AddGroupTarget ( |
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AddInventoryItem ( IClientAPI remoteClient, uint localID, InventoryItemBase item, UUID copyItemID ) : bool |
Add an inventory item to a prim in this group.
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AddKeyframedMotion ( |
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ApplyNextOwnerPermissions ( ) : void | ||
ApplyPermissions ( uint permissions ) : void | ||
AttachToScene ( IScene scene ) : void |
Attach this object to a scene. It will also now apply to agents.
|
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BackupPreparation ( ) : void | ||
CheckSculptAndLoad ( ) : void | ||
ChildrenEntities ( ) : List |
||
ClearChildren ( ) : void |
Clear all children from this group
|
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ClearPartAttachmentData ( ) : void | ||
ClearUndoState ( ) : void |
Clears all undo states from this group
|
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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.
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|
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.
|
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DetachToGround ( System.Vector3 forcedPos, Quaternion forcedRotation ) : void | ||
DetachToInventoryPrep ( ) : void | ||
FinishedSerializingGenericProperties ( ) : void | ||
FireAttachmentCollisionEvents ( |
||
ForEachPart ( Action |
||
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
|
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GetChildPrim ( UUID UUID2, ISceneChildEntity &entity ) : bool |
Get a child prim of this group by UUID
|
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GetChildPrim ( uint LocalID, ISceneChildEntity &entity ) : bool |
Get a child prim of this group by LocalID
|
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GetEffectivePermissions ( ) : uint | ||
GetHashCode ( ) : int | ||
GetInventoryItem ( uint primID, UUID itemID ) : |
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 ( |
||
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 ( |
||
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 ( |
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 ( |
||
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 ( |
||
SetRootPart ( |
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 ( |
||
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 ( |
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 |
Method | Description | |
---|---|---|
CheckForSignificantMovement ( ) : void |
See if the object has moved enough to trigger the Significant Movement event
|
Method | Description | |
---|---|---|
FixLinkNumbers ( ) : void |
After a prim is removed, fix the link numbers so that they are correct
|
|
FixVehicleParams ( |
Fix all the vehicle params after rebuilding the representation
|
|
LinkNonRootPart ( |
||
SetAxisRotation ( int axis, int rotate10 ) : void | ||
UpdateRootRotation ( Quaternion rot ) : void |
|
public AddChild ( ISceneChildEntity child, int linkNum ) : bool | ||
child | ISceneChildEntity | |
linkNum | int | |
return | bool |
public AddGroupTarget ( |
||
grp | ||
return | void |
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. |
return | bool |
public AddKeyframedMotion ( |
||
animation | ||
command | ||
return | void |
public ApplyPermissions ( uint permissions ) : void | ||
permissions | uint | |
return | void |
protected CheckForSignificantMovement ( ) : void | ||
return | void |
public Copy ( bool clonePhys ) : ISceneEntity | ||
clonePhys | bool | |
return | ISceneEntity |
public CreateScriptInstances ( int startParam, bool postOnRez, StateSource stateSource, UUID rezzedFrom, bool clearStateSaves ) : void | ||
startParam | int | |
postOnRez | bool | |
stateSource | StateSource | |
rezzedFrom | UUID | |
clearStateSaves | bool | |
return | void |
public DelinkFromGroup ( ISceneChildEntity part, bool sendEvents ) : ISceneEntity | ||
part | ISceneChildEntity | |
sendEvents | bool | |
return | ISceneEntity |
public DetachToGround ( System.Vector3 forcedPos, Quaternion forcedRotation ) : void | ||
forcedPos | System.Vector3 | |
forcedRotation | Quaternion | |
return | void |
public FinishedSerializingGenericProperties ( ) : void | ||
return | void |
public FireAttachmentCollisionEvents ( |
||
e | ||
return | void |
public ForEachPart ( Action |
||
whatToDo | Action |
|
return | void |
public GeneratedMesh ( ISceneChildEntity part, IMesh mesh ) : void | ||
part | ISceneChildEntity | |
mesh | IMesh | |
return | void |
public GetAxisAlignedBoundingBox ( float &offsetHeight ) : System.Vector3 | ||
offsetHeight | float | |
return | System.Vector3 |
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 | |
return | void |
public GetChildPart ( UUID primID ) : ISceneChildEntity | ||
primID | UUID | |
return | ISceneChildEntity |
public GetChildPart ( uint primID ) : ISceneChildEntity | ||
primID | uint | |
return | ISceneChildEntity |
public GetChildPrim ( UUID UUID2, ISceneChildEntity &entity ) : bool | ||
UUID2 | UUID | |
entity | ISceneChildEntity | |
return | bool |
public GetChildPrim ( uint LocalID, ISceneChildEntity &entity ) : bool | ||
LocalID | uint | |
entity | ISceneChildEntity | |
return | bool |
public GetInventoryItem ( uint primID, UUID itemID ) : |
||
primID | uint | |
itemID | UUID | |
return |
public GetLinkNumPart ( int linknum ) : IEntity | ||
linknum | int | |
return | IEntity |
public GetPartDescription ( uint localID ) : string | ||
localID | uint | |
return | string |
public GetProperties ( IClientAPI client ) : void | ||
client | IClientAPI | |
return | void |
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 | |
return | void |
public GroupResize ( System.Vector3 scale, uint localID ) : void | ||
scale | System.Vector3 | |
localID | uint | |
return | void |
public LinkChild ( ISceneChildEntity child ) : bool | ||
child | ISceneChildEntity | |
return | bool |
public LinkToGroup ( ISceneEntity grp ) : void | ||
grp | ISceneEntity | The group of prims which should be linked to this group |
return | void |
public NonPhysicalGrabMovement ( System.Vector3 pos ) : void | ||
pos | System.Vector3 | |
return | void |
public ObjectGrabHandler ( uint localId, System.Vector3 offsetPos, IClientAPI remoteClient ) : void | ||
localId | uint | |
offsetPos | System.Vector3 | |
remoteClient | IClientAPI | |
return | void |
public OffsetForNewRegion ( System.Vector3 offset ) : void | ||
offset | System.Vector3 | |
return | void |
public OnGrabGroup ( System.Vector3 offsetPos, IClientAPI remoteClient ) : void | ||
offsetPos | System.Vector3 | |
remoteClient | IClientAPI | |
return | void |
public OnGrabPart ( |
||
part | ||
offsetPos | System.Vector3 | |
remoteClient | IClientAPI | |
return | void |
public RebuildPhysicalRepresentation ( bool keepSelectedStatuses, System.Action actionWhileNoPhysActor ) : void | ||
keepSelectedStatuses | bool | |
actionWhileNoPhysActor | System.Action | |
return | void |
public RemoveChild ( ISceneChildEntity child ) : bool | ||
child | ISceneChildEntity | |
return | bool |
public RemoveGroupTarget ( |
||
grp | ||
return | void |
public RemoveInventoryItem ( uint localID, UUID itemID ) : int | ||
localID | uint | |
itemID | UUID | |
return | int |
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. /// |
return | void |
public ResetChildPrimPhysicsPositions ( ) : void | ||
return | void |
public Resize ( System.Vector3 scale, uint localID ) : void | ||
scale | System.Vector3 | |
localID | uint | |
return | void |
public SceneObjectGroup ( IScene scene ) : System | ||
scene | IScene | |
return | System |
public SceneObjectGroup ( |
||
part | ||
scene | IScene | |
return | System |
public SceneObjectGroup ( |
||
part | ||
scene | IScene | |
AddToScene | bool | |
return | System |
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 | |
return | System |
public ScheduleGroupUpdate ( PrimUpdateFlags UpdateFlags ) : void | ||
UpdateFlags | PrimUpdateFlags | |
return | void |
public ScheduleGroupUpdateToAvatar ( IScenePresence presence, PrimUpdateFlags UpdateFlags ) : void | ||
presence | IScenePresence | |
UpdateFlags | PrimUpdateFlags | |
return | void |
public ScriptSetPhantomStatus ( bool PhantomStatus ) : void | ||
PhantomStatus | bool | |
return | void |
public ScriptSetPhysicsStatus ( bool UsePhysics ) : void | ||
UsePhysics | bool | |
return | void |
public ScriptSetTemporaryStatus ( bool TemporaryStatus ) : void | ||
TemporaryStatus | bool | |
return | void |
public ScriptSetVolumeDetect ( bool VDStatus ) : void | ||
VDStatus | bool | |
return | void |
public ServiceObjectPropertiesFamilyRequest ( IClientAPI remoteClient, UUID AgentID, uint RequestFlags ) : void | ||
remoteClient | IClientAPI | |
AgentID | UUID | |
RequestFlags | uint | |
return | void |
public SetAbsolutePosition ( bool UpdatePrimActor, System.Vector3 val ) : void | ||
UpdatePrimActor | bool | |
val | System.Vector3 | |
return | void |
public SetAttachmentPoint ( byte point ) : void | ||
point | byte | |
return | void |
public SetFromItemID ( UUID itemID, UUID assetID ) : void | ||
itemID | UUID | |
assetID | UUID | |
return | void |
public SetGroup ( UUID GroupID2, UUID attemptingUserID, bool needsUpdate ) : void | ||
GroupID2 | UUID | |
attemptingUserID | UUID | |
needsUpdate | bool | |
return | void |
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 |
public SetPartDescription ( string des, uint localID ) : void | ||
des | string | |
localID | uint | |
return | void |
public SetPartName ( string name, uint localID ) : void | ||
name | string | |
localID | uint | |
return | void |
public SetPartOwner ( |
||
part | ||
cAgentID | UUID | |
cGroupID | UUID | |
return | void |
public SetRootPart ( |
||
part | ||
return | void |
public SetRootPartOwner ( ISceneChildEntity part, UUID cAgentID, UUID cGroupID ) : void | ||
part | ISceneChildEntity | |
cAgentID | UUID | |
cGroupID | UUID | |
return | void |
public SetText ( string text, System.Vector3 color, double alpha ) : void | ||
text | string | |
color | System.Vector3 | |
alpha | double | |
return | void |
public SpinMovement ( Quaternion newOrientation, IClientAPI remoteClient ) : void | ||
newOrientation | Quaternion | Rotation. We do the math here to turn it into a torque |
remoteClient | IClientAPI | |
return | void |
public SpinStart ( IClientAPI remoteClient ) : void | ||
remoteClient | IClientAPI | |
return | void |
public TestIntersection ( |
||
hRay | ||
frontFacesOnly | bool | |
faceCenters | bool | |
return |
public TriggerScriptChangedEvent ( Changed val ) : void | ||
val | Changed | |
return | void |
public TriggerScriptMovingEndEvent ( ) : void | ||
return | void |
public TriggerScriptMovingStartEvent ( ) : void | ||
return | void |
public UpdateExtraParam ( uint localID, ushort type, bool inUse, byte data ) : void | ||
localID | uint | |
type | ushort | |
inUse | bool | |
data | byte | |
return | void |
public UpdateGroupPosition ( System.Vector3 pos, bool SaveUpdate ) : void | ||
pos | System.Vector3 | |
SaveUpdate | bool | |
return | void |
public UpdateGroupRotationPR ( System.Vector3 pos, Quaternion rot ) : void | ||
pos | System.Vector3 | |
rot | Quaternion | |
return | void |
public UpdateGroupRotationR ( Quaternion rot ) : void | ||
rot | Quaternion | |
return | void |
public UpdateInventoryItem ( |
||
item | /// The updated item. An item with the same id must already exist /// in this prim's inventory /// | |
return | bool |
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 |
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 | |
return | void |
public UpdateRootPosition ( System.Vector3 pos ) : void | ||
pos | System.Vector3 | |
return | void |
public UpdateShape ( ObjectShapePacket shapeBlock, uint localID ) : void | ||
shapeBlock | ObjectShapePacket | |
localID | uint | |
return | void |
public UpdateSinglePosition ( System.Vector3 pos, uint localID, bool SaveUpdate ) : void | ||
pos | System.Vector3 | |
localID | uint | |
SaveUpdate | bool | |
return | void |
public UpdateSingleRotation ( Quaternion rot, System.Vector3 pos, uint localID ) : void | ||
rot | Quaternion | |
pos | System.Vector3 | |
localID | uint | |
return | void |
public UpdateSingleRotation ( Quaternion rot, uint localID ) : void | ||
rot | Quaternion | |
localID | uint | |
return | void |
public UpdateTextureEntry ( uint localID, byte textureEntry, bool sendChangedEvent ) : void | ||
localID | uint | |
textureEntry | byte | |
sendChangedEvent | bool | |
return | void |
public applyAngularImpulse ( System.Vector3 impulse ) : void | ||
impulse | System.Vector3 | |
return | void |
public applyImpulse ( System.Vector3 impulse ) : void | ||
impulse | System.Vector3 | |
return | void |
public moveToTarget ( System.Vector3 target, float tau ) : void | ||
target | System.Vector3 | |
tau | float | |
return | void |
public registerRotTargetWaypoint ( Quaternion target, float tolerance ) : int | ||
target | Quaternion | |
tolerance | float | |
return | int |
public registerTargetWaypoint ( System.Vector3 target, float tolerance ) : int | ||
target | System.Vector3 | |
tolerance | float | |
return | int |
public setAngularImpulse ( System.Vector3 impulse ) : void | ||
impulse | System.Vector3 | |
return | void |
public unregisterRotTargetWaypoint ( int handle ) : void | ||
handle | int | |
return | void |
public unregisterTargetWaypoint ( int handle ) : void | ||
handle | int | |
return | void |
protected SceneObjectPart,Universe.Region m_rootPart | ||
return |