From 134f86e8d5c414409631b25b8c6f0ee45fbd8631 Mon Sep 17 00:00:00 2001
From: David Walter Seikel
Date: Thu, 3 Nov 2016 21:44:39 +1000
Subject: Initial update to OpenSim 0.8.2.1 source code.
---
bin/OpenMetaverseTypes.XML | 3446 ++++++++++++++++++++++----------------------
1 file changed, 1723 insertions(+), 1723 deletions(-)
(limited to 'bin/OpenMetaverseTypes.XML')
diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML
index befc8d4..a0c9135 100644
--- a/bin/OpenMetaverseTypes.XML
+++ b/bin/OpenMetaverseTypes.XML
@@ -4,113 +4,218 @@
OpenMetaverseTypes
-
+
- A three-dimensional vector with doubleing-point values
+ Same as Queue except Dequeue function blocks until there is an object to return.
+ Note: This class does not need to be synchronized
-
- X value
+
+
+ Create new BlockingQueue.
+
+ The System.Collections.ICollection to copy elements from
-
- Y value
+
+
+ Create new BlockingQueue.
+
+ The initial number of elements that the queue can contain
-
- Z value
+
+
+ Create new BlockingQueue.
+
-
+
- Constructor, builds a vector from a byte array
+ BlockingQueue Destructor (Close queue, resume any waiting thread).
- Byte array containing three eight-byte doubles
- Beginning position in the byte array
-
+
- Test if this vector is equal to another vector, within a given
- tolerance range
+ Remove all objects from the Queue.
- Vector to test against
- The acceptable magnitude of difference
- between the two vectors
- True if the magnitude of difference between the two vectors
- is less than the given tolerance, otherwise false
-
+
- IComparable.CompareTo implementation
+ Remove all objects from the Queue, resume all dequeue threads.
-
+
- Test if this vector is composed of all finite numbers
+ Removes and returns the object at the beginning of the Queue.
+ Object in queue.
-
+
- Builds a vector from a byte array
+ Removes and returns the object at the beginning of the Queue.
- Byte array containing a 24 byte vector
+ time to wait before returning
+ Object in queue.
+
+
+
+ Removes and returns the object at the beginning of the Queue.
+
+ time to wait before returning (in milliseconds)
+ Object in queue.
+
+
+
+ Adds an object to the end of the Queue
+
+ Object to put in queue
+
+
+
+ Open Queue.
+
+
+
+
+ Gets flag indicating if queue has been closed.
+
+
+
+
+ Copy constructor
+
+ Circular queue to copy
+
+
+
+ An 8-bit color structure including an alpha channel
+
+
+
+ Red
+
+
+ Green
+
+
+ Blue
+
+
+ Alpha
+
+
+
+
+
+
+
+
+
+
+
+
+ Builds a color from a byte array
+
+ Byte array containing a 16 byte color
Beginning position in the byte array
+ True if the byte array stores inverted values,
+ otherwise false. For example the color black (fully opaque) inverted
+ would be 0xFF 0xFF 0xFF 0x00
-
+
Returns the raw bytes for this vector
- A 24 byte array containing X, Y, and Z
+ Byte array containing a 16 byte color
+ Beginning position in the byte array
+ True if the byte array stores inverted values,
+ otherwise false. For example the color black (fully opaque) inverted
+ would be 0xFF 0xFF 0xFF 0x00
+ True if the alpha value is inverted in
+ addition to whatever the inverted parameter is. Setting inverted true
+ and alphaInverted true will flip the alpha value back to non-inverted,
+ but keep the other color bytes inverted
+ A 16 byte array containing R, G, B, and A
-
+
- Writes the raw bytes for this vector to a byte array
+ Copy constructor
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 24 bytes before the end of the array
+ Color to copy
-
+
- Parse a vector from a string
+ IComparable.CompareTo implementation
- A string representation of a 3D vector, enclosed
- in arrow brackets and separated by commas
+ Sorting ends up like this: |--Grayscale--||--Color--|.
+ Alpha is only used when the colors are otherwise equivalent
-
+
- Interpolates between two vectors using a cubic equation
+ Builds a color from a byte array
+ Byte array containing a 16 byte color
+ Beginning position in the byte array
+ True if the byte array stores inverted values,
+ otherwise false. For example the color black (fully opaque) inverted
+ would be 0xFF 0xFF 0xFF 0x00
+ True if the alpha value is inverted in
+ addition to whatever the inverted parameter is. Setting inverted true
+ and alphaInverted true will flip the alpha value back to non-inverted,
+ but keep the other color bytes inverted
-
+
- Get a formatted string representation of the vector
+ Writes the raw bytes for this color to a byte array
- A string representation of the vector
+ Destination byte array
+ Position in the destination array to start
+ writing. Must be at least 16 bytes before the end of the array
-
+
- Get a string representation of the vector elements with up to three
- decimal digits and separated by spaces only
+ Serializes this color into four bytes in a byte array
- Raw string representation of the vector
+ Destination byte array
+ Position in the destination array to start
+ writing. Must be at least 4 bytes before the end of the array
+ True to invert the output (1.0 becomes 0
+ instead of 255)
-
+
- Cross product between two vectors
+ Writes the raw bytes for this color to a byte array
+ Destination byte array
+ Position in the destination array to start
+ writing. Must be at least 16 bytes before the end of the array
-
- A vector with a value of 0,0,0
+
+
+ Ensures that values are in range 0-1
+
-
- A vector with a value of 1,1,1
+
+
+ Create an RGB color from a hue, saturation, value combination
+
+ Hue
+ Saturation
+ Value
+ An fully opaque RGB color (alpha is 1.0)
-
- A unit vector facing forward (X axis), value of 1,0,0
+
+
+ Performs linear interpolation between two colors
+
+ Color to start at
+ Color to end at
+ Amount to interpolate
+ The interpolated color
-
- A unit vector facing left (Y axis), value of 0,1,0
+
+ A Color4 with zero RGB values and fully opaque (alpha 1.0)
-
- A unit vector facing up (Z axis), value of 0,0,1
+
+ A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0)
@@ -235,6 +340,15 @@
Linden mesh format
+
+ Marketplace direct delivery inbox ("Received Items")
+
+
+ Marketplace direct delivery outbox
+
+
+
+
Inventory Item Types, eg Script, Notecard, Folder, etc
@@ -355,1359 +469,660 @@
Tattoo
+
+ Physics
+
Invalid wearable asset
-
+
- A hierarchical token bucket for bandwidth throttling. See
- http://en.wikipedia.org/wiki/Token_bucket for more information
+ Identifier code for primitive types
-
- Parent bucket to this bucket, or null if this is a root
- bucket
+
+ None
-
- Size of the bucket in bytes. If zero, the bucket has
- infinite capacity
+
+ A Primitive
-
- Rate that the bucket fills, in bytes per millisecond. If
- zero, the bucket always remains full
+
+ A Avatar
-
- Number of tokens currently in the bucket
+
+ Linden grass
-
- Time of the last drip, in system ticks
+
+ Linden tree
-
-
- Default constructor
-
- Parent bucket if this is a child bucket, or
- null if this is a root bucket
- Maximum size of the bucket in bytes, or
- zero if this bucket has no maximum capacity
- Rate that the bucket fills, in bytes per
- second. If zero, the bucket always remains full
+
+ A primitive that acts as the source for a particle stream
-
-
- Remove a given number of tokens from the bucket
-
- Number of tokens to remove from the bucket
- True if the requested number of tokens were removed from
- the bucket, otherwise false
+
+ A Linden tree
-
+
- Remove a given number of tokens from the bucket
+ Primary parameters for primitives such as Physics Enabled or Phantom
- Number of tokens to remove from the bucket
- True if tokens were added to the bucket
- during this call, otherwise false
- True if the requested number of tokens were removed from
- the bucket, otherwise false
-
-
- Add tokens to the bucket over time. The number of tokens added each
- call depends on the length of time that has passed since the last
- call to Drip
-
- True if tokens were added to the bucket, otherwise false
+
+ Deprecated
-
-
- The parent bucket of this bucket, or null if this bucket has no
- parent. The parent bucket will limit the aggregate bandwidth of all
- of its children buckets
-
+
+ Whether physics are enabled for this object
-
-
- Maximum burst rate in bytes per second. This is the maximum number
- of tokens that can accumulate in the bucket at any one time
-
+
+
-
-
- The speed limit of this bucket in bytes per second. This is the
- number of tokens that are added to the bucket per second
-
- Tokens are added to the bucket any time
- is called, at the granularity of
- the system tick interval (typically around 15-22ms)
+
+
-
-
- The number of bytes that can be sent at this moment. This is the
- current number of tokens in the bucket
- If this bucket has a parent bucket that does not have
- enough tokens for a request, will
- return false regardless of the content of this bucket
-
+
+
-
-
- A thread-safe lockless queue that supports multiple readers and
- multiple writers
-
+
+
-
- Queue head
+
+
-
- Queue tail
+
+
-
- Queue item count
+
+ Whether this object contains an active touch script
-
-
- Constructor
-
+
+
-
-
- Enqueue an item
-
- Item to enqeue
+
+ Whether this object can receive payments
-
-
- Try to dequeue an item
-
- Dequeued item if the dequeue was successful
- True if an item was successfully deqeued, otherwise false
+
+ Whether this object is phantom (no collisions)
-
- Gets the current number of items in the queue. Since this
- is a lockless collection this value should be treated as a close
- estimate
+
+
-
-
- Provides a node container for data in a singly linked list
-
+
+
-
- Pointer to the next node in list
+
+
-
- The data contained by the node
+
+
-
-
- Constructor
-
+
+ Deprecated
-
-
- Constructor
-
+
+
-
-
- An 8-bit color structure including an alpha channel
-
+
+
-
- Red
+
+
-
- Green
+
+ Deprecated
-
- Blue
+
+
-
- Alpha
+
+
-
-
-
-
-
-
-
-
+
+
-
-
- Builds a color from a byte array
-
- Byte array containing a 16 byte color
- Beginning position in the byte array
- True if the byte array stores inverted values,
- otherwise false. For example the color black (fully opaque) inverted
- would be 0xFF 0xFF 0xFF 0x00
+
+
-
-
- Returns the raw bytes for this vector
-
- Byte array containing a 16 byte color
- Beginning position in the byte array
- True if the byte array stores inverted values,
- otherwise false. For example the color black (fully opaque) inverted
- would be 0xFF 0xFF 0xFF 0x00
- True if the alpha value is inverted in
- addition to whatever the inverted parameter is. Setting inverted true
- and alphaInverted true will flip the alpha value back to non-inverted,
- but keep the other color bytes inverted
- A 16 byte array containing R, G, B, and A
+
+ Server flag, will not be sent to clients. Specifies that
+ the object is destroyed when it touches a simulator edge
-
-
- Copy constructor
-
- Color to copy
+
+ Server flag, will not be sent to clients. Specifies that
+ the object will be returned to the owner's inventory when it
+ touches a simulator edge
-
-
- IComparable.CompareTo implementation
-
- Sorting ends up like this: |--Grayscale--||--Color--|.
- Alpha is only used when the colors are otherwise equivalent
+
+ Server flag, will not be sent to clients.
-
-
- Builds a color from a byte array
-
- Byte array containing a 16 byte color
- Beginning position in the byte array
- True if the byte array stores inverted values,
- otherwise false. For example the color black (fully opaque) inverted
- would be 0xFF 0xFF 0xFF 0x00
- True if the alpha value is inverted in
- addition to whatever the inverted parameter is. Setting inverted true
- and alphaInverted true will flip the alpha value back to non-inverted,
- but keep the other color bytes inverted
+
+ Server flag, will not be sent to client. Specifies that
+ the object is hovering/flying
-
+
+
+
+
+
+
+
+
+
+
+
+
+
- Writes the raw bytes for this color to a byte array
+ Sound flags for sounds attached to primitives
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 16 bytes before the end of the array
-
-
- Serializes this color into four bytes in a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 4 bytes before the end of the array
- True to invert the output (1.0 becomes 0
- instead of 255)
+
+
-
-
- Writes the raw bytes for this color to a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 16 bytes before the end of the array
+
+
-
-
- Ensures that values are in range 0-1
-
+
+
-
-
- Create an RGB color from a hue, saturation, value combination
-
- Hue
- Saturation
- Value
- An fully opaque RGB color (alpha is 1.0)
+
+
-
-
- Performs linear interpolation between two colors
-
- Color to start at
- Color to end at
- Amount to interpolate
- The interpolated color
+
+
-
- A Color4 with zero RGB values and fully opaque (alpha 1.0)
+
+
-
- A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0)
+
+
-
+
- Determines the appropriate events to set, leaves the locks, and sets the events.
+ Material type for a primitive
-
-
- A routine for lazily creating a event outside the lock (so if errors
- happen they are outside the lock and that we don't do much work
- while holding a spin lock). If all goes well, reenter the lock and
- set 'waitEvent'
-
+
+
-
-
- Waits on 'waitEvent' with a timeout of 'millisceondsTimeout.
- Before the wait 'numWaiters' is incremented and is restored before leaving this routine.
-
+
+
-
-
- Copy constructor
-
- Circular queue to copy
+
+
-
-
- A 128-bit Universally Unique Identifier, used throughout the Second
- Life networking protocol
-
+
+
-
- The System.Guid object this struct wraps around
+
+
-
-
- Constructor that takes a string UUID representation
-
- A string representation of a UUID, case
- insensitive and can either be hyphenated or non-hyphenated
- UUID("11f8aa9c-b071-4242-836b-13b7abe0d489")
+
+
-
-
- Constructor that takes a System.Guid object
-
- A Guid object that contains the unique identifier
- to be represented by this UUID
+
+
-
-
- Constructor that takes a byte array containing a UUID
-
- Byte array containing a 16 byte UUID
- Beginning offset in the array
+
+
-
+
- Constructor that takes an unsigned 64-bit unsigned integer to
- convert to a UUID
+ Used in a helper function to roughly determine prim shape
- 64-bit unsigned integer to convert to a UUID
-
+
- Copy constructor
+ Extra parameters for primitives, these flags are for features that have
+ been added after the original ObjectFlags that has all eight bits
+ reserved already
- UUID to copy
-
-
- IComparable.CompareTo implementation
-
+
+ Whether this object has flexible parameters
-
-
- Assigns this UUID from 16 bytes out of a byte array
-
- Byte array containing the UUID to assign this UUID to
- Starting position of the UUID in the byte array
+
+ Whether this object has light parameters
-
-
- Returns a copy of the raw bytes for this UUID
-
- A 16 byte array containing this UUID
+
+ Whether this object is a sculpted prim
-
-
- Writes the raw bytes for this UUID to a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 16 bytes before the end of the array
+
+ Whether this object is a light image map
-
-
- Calculate an LLCRC (cyclic redundancy check) for this UUID
-
- The CRC checksum for this UUID
+
+ Whether this object is a mesh
-
+
- Create a 64-bit integer representation from the second half of this UUID
+
- An integer created from the last eight bytes of this UUID
-
-
- Generate a UUID from a string
-
- A string representation of a UUID, case
- insensitive and can either be hyphenated or non-hyphenated
- UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489")
+
+
-
-
- Generate a UUID from a string
-
- A string representation of a UUID, case
- insensitive and can either be hyphenated or non-hyphenated
- Will contain the parsed UUID if successful,
- otherwise null
- True if the string was successfully parse, otherwise false
- UUID.TryParse("11f8aa9c-b071-4242-836b-13b7abe0d489", result)
+
+
-
-
- Combine two UUIDs together by taking the MD5 hash of a byte array
- containing both UUIDs
-
- First UUID to combine
- Second UUID to combine
- The UUID product of the combination
+
+
-
+
-
-
-
- Return a hash code for this UUID, used by .NET for hash tables
-
- An integer composed of all the UUID bytes XORed together
+
+
-
-
- Comparison function
-
- An object to compare to this UUID
- True if the object is a UUID and both UUIDs are equal
+
+
-
-
- Comparison function
-
- UUID to compare to
- True if the UUIDs are equal, otherwise false
+
+
-
-
- Get a hyphenated string representation of this UUID
-
- A string representation of this UUID, lowercase and
- with hyphens
- 11f8aa9c-b071-4242-836b-13b7abe0d489
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
- Equals operator
+
- First UUID for comparison
- Second UUID for comparison
- True if the UUIDs are byte for byte equal, otherwise false
-
-
- Not equals operator
-
- First UUID for comparison
- Second UUID for comparison
- True if the UUIDs are not equal, otherwise true
-
-
-
- XOR operator
-
- First UUID
- Second UUID
- A UUID that is a XOR combination of the two input UUIDs
-
-
-
- String typecasting operator
-
- A UUID in string form. Case insensitive,
- hyphenated or non-hyphenated
- A UUID built from the string representation
-
-
- An UUID with a value of all zeroes
+
+
-
- A cache of UUID.Zero as a string to optimize a common path
+
+
-
- Used for converting degrees to radians
+
+
-
- Used for converting radians to degrees
+
+
-
- Provide a single instance of the CultureInfo class to
- help parsing in situations where the grid assumes an en-us
- culture
+
+
-
- UNIX epoch in DateTime format
+
+
-
- Provide a single instance of the MD5 class to avoid making
- duplicate copies and handle thread safety
+
+
-
- Provide a single instance of the SHA-1 class to avoid
- making duplicate copies and handle thread safety
+
+
-
- Provide a single instance of a random number generator
- to avoid making duplicate copies and handle thread safety
+
+
-
+
- Clamp a given value between a range
+
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
-
-
- Clamp a given value between a range
-
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
+
+
-
-
- Clamp a given value between a range
-
- Value to clamp
- Minimum allowable value
- Maximum allowable value
- A value inclusively between lower and upper
+
+
-
-
- Round a floating-point value to the nearest integer
-
- Floating point number to round
- Integer
+
+
-
-
- Test if a single precision float is a finite number
-
+
+
-
-
- Test if a double precision float is a finite number
-
+
+
-
-
- Get the distance between two floating-point values
-
- First value
- Second value
- The distance between the two values
+
+
-
-
- Compute the MD5 hash for a byte array
-
- Byte array to compute the hash for
- MD5 hash of the input data
+
+
-
-
- Compute the SHA1 hash for a byte array
-
- Byte array to compute the hash for
- SHA1 hash of the input data
+
+
+ Attachment points for objects on avatar bodies
+
+
+ Both InventoryObject and InventoryAttachment types can be attached
+
-
-
- Calculate the SHA1 hash of a given string
-
- The string to hash
- The SHA1 hash as a string
+
+ Right hand if object was not previously attached
-
-
- Compute the SHA256 hash for a byte array
-
- Byte array to compute the hash for
- SHA256 hash of the input data
+
+ Chest
-
-
- Calculate the SHA256 hash of a given string
-
- The string to hash
- The SHA256 hash as a string
+
+ Skull
-
-
- Calculate the MD5 hash of a given string
-
- The password to hash
- An MD5 hash in string format, with $1$ prepended
+
+ Left shoulder
-
-
- Calculate the MD5 hash of a given string
-
- The string to hash
- The MD5 hash as a string
+
+ Right shoulder
-
-
- Generate a random double precision floating point value
-
- Random value of type double
+
+ Left hand
-
-
- Get the current running platform
-
- Enumeration of the current platform we are running on
+
+ Right hand
-
-
- Get the current running runtime
-
- Enumeration of the current runtime we are running on
+
+ Left foot
-
-
- Convert the first two bytes starting in the byte array in
- little endian ordering to a signed short integer
-
- An array two bytes or longer
- A signed short integer, will be zero if a short can't be
- read at the given position
+
+ Right foot
-
-
- Convert the first two bytes starting at the given position in
- little endian ordering to a signed short integer
-
- An array two bytes or longer
- Position in the array to start reading
- A signed short integer, will be zero if a short can't be
- read at the given position
+
+ Spine
-
-
- Convert the first four bytes starting at the given position in
- little endian ordering to a signed integer
-
- An array four bytes or longer
- Position to start reading the int from
- A signed integer, will be zero if an int can't be read
- at the given position
+
+ Pelvis
-
-
- Convert the first four bytes of the given array in little endian
- ordering to a signed integer
-
- An array four bytes or longer
- A signed integer, will be zero if the array contains
- less than four bytes
+
+ Mouth
-
-
- Convert the first eight bytes of the given array in little endian
- ordering to a signed long integer
-
- An array eight bytes or longer
- A signed long integer, will be zero if the array contains
- less than eight bytes
+
+ Chin
-
-
- Convert the first eight bytes starting at the given position in
- little endian ordering to a signed long integer
-
- An array eight bytes or longer
- Position to start reading the long from
- A signed long integer, will be zero if a long can't be read
- at the given position
-
-
-
- Convert the first two bytes starting at the given position in
- little endian ordering to an unsigned short
-
- Byte array containing the ushort
- Position to start reading the ushort from
- An unsigned short, will be zero if a ushort can't be read
- at the given position
-
-
-
- Convert two bytes in little endian ordering to an unsigned short
-
- Byte array containing the ushort
- An unsigned short, will be zero if a ushort can't be
- read
-
-
-
- Convert the first four bytes starting at the given position in
- little endian ordering to an unsigned integer
-
- Byte array containing the uint
- Position to start reading the uint from
- An unsigned integer, will be zero if a uint can't be read
- at the given position
-
-
-
- Convert the first four bytes of the given array in little endian
- ordering to an unsigned integer
-
- An array four bytes or longer
- An unsigned integer, will be zero if the array contains
- less than four bytes
-
-
-
- Convert the first eight bytes of the given array in little endian
- ordering to an unsigned 64-bit integer
-
- An array eight bytes or longer
- An unsigned 64-bit integer, will be zero if the array
- contains less than eight bytes
-
-
-
- Convert four bytes in little endian ordering to a floating point
- value
-
- Byte array containing a little ending floating
- point value
- Starting position of the floating point value in
- the byte array
- Single precision value
-
-
-
- Convert an integer to a byte array in little endian format
-
- The integer to convert
- A four byte little endian array
-
-
-
- Convert an integer to a byte array in big endian format
-
- The integer to convert
- A four byte big endian array
-
-
-
- Convert a 64-bit integer to a byte array in little endian format
-
- The value to convert
- An 8 byte little endian array
-
-
-
- Convert a 64-bit unsigned integer to a byte array in little endian
- format
-
- The value to convert
- An 8 byte little endian array
-
-
-
- Convert a floating point value to four bytes in little endian
- ordering
-
- A floating point value
- A four byte array containing the value in little endian
- ordering
-
-
-
- Converts an unsigned integer to a hexadecimal string
-
- An unsigned integer to convert to a string
- A hexadecimal string 10 characters long
- 0x7fffffff
-
-
-
- Convert a variable length UTF8 byte array to a string
-
- The UTF8 encoded byte array to convert
- The decoded string
-
-
-
- Converts a byte array to a string containing hexadecimal characters
-
- The byte array to convert to a string
- The name of the field to prepend to each
- line of the string
- A string containing hexadecimal characters on multiple
- lines. Each line is prepended with the field name
-
-
-
- Converts a byte array to a string containing hexadecimal characters
-
- The byte array to convert to a string
- Number of bytes in the array to parse
- A string to prepend to each line of the hex
- dump
- A string containing hexadecimal characters on multiple
- lines. Each line is prepended with the field name
-
-
-
- Convert a string to a UTF8 encoded byte array
-
- The string to convert
- A null-terminated UTF8 byte array
-
-
-
- Converts a string containing hexadecimal characters to a byte array
-
- String containing hexadecimal characters
- If true, gracefully handles null, empty and
- uneven strings as well as stripping unconvertable characters
- The converted byte array
+
+ Left ear
-
-
- Returns true is c is a hexadecimal digit (A-F, a-f, 0-9)
-
- Character to test
- true if hex digit, false if not
+
+ Right ear
-
-
- Converts 1 or 2 character string into equivalant byte value
-
- 1 or 2 character string
- byte
+
+ Left eyeball
-
-
- Convert a float value to a byte given a minimum and maximum range
-
- Value to convert to a byte
- Minimum value range
- Maximum value range
- A single byte representing the original float value
+
+ Right eyeball
-
-
- Convert a byte to a float value given a minimum and maximum range
-
- Byte array to get the byte from
- Position in the byte array the desired byte is at
- Minimum value range
- Maximum value range
- A float value inclusively between lower and upper
+
+ Nose
-
-
- Convert a byte to a float value given a minimum and maximum range
-
- Byte to convert to a float value
- Minimum value range
- Maximum value range
- A float value inclusively between lower and upper
+
+ Right upper arm
-
-
- Attempts to parse a floating point value from a string, using an
- EN-US number format
-
- String to parse
- Resulting floating point number
- True if the parse was successful, otherwise false
+
+ Right forearm
-
-
- Attempts to parse a floating point value from a string, using an
- EN-US number format
-
- String to parse
- Resulting floating point number
- True if the parse was successful, otherwise false
+
+ Left upper arm
-
-
- Tries to parse an unsigned 32-bit integer from a hexadecimal string
-
- String to parse
- Resulting integer
- True if the parse was successful, otherwise false
+
+ Left forearm
-
-
- Returns text specified in EnumInfo attribute of the enumerator
- To add the text use [EnumInfo(Text = "Some nice text here")] before declaration
- of enum values
-
- Enum value
- Text representation of the enum
+
+ Right hip
-
-
- Takes an AssetType and returns the string representation
-
- The source
- The string version of the AssetType
+
+ Right upper leg
-
-
- Translate a string name of an AssetType into the proper Type
-
- A string containing the AssetType name
- The AssetType which matches the string name, or AssetType.Unknown if no match was found
+
+ Right lower leg
-
-
- Convert an InventoryType to a string
-
- The to convert
- A string representation of the source
+
+ Left hip
-
-
- Convert a string into a valid InventoryType
-
- A string representation of the InventoryType to convert
- A InventoryType object which matched the type
+
+ Left upper leg
-
-
- Convert a SaleType to a string
-
- The to convert
- A string representation of the source
+
+ Left lower leg
-
-
- Convert a string into a valid SaleType
-
- A string representation of the SaleType to convert
- A SaleType object which matched the type
+
+ Stomach
-
-
- Converts a string used in LLSD to AttachmentPoint type
-
- String representation of AttachmentPoint to convert
- AttachmentPoint enum
+
+ Left pectoral
-
-
- Copy a byte array
-
- Byte array to copy
- A copy of the given byte array
+
+ Right pectoral
-
-
- Packs to 32-bit unsigned integers in to a 64-bit unsigned integer
-
- The left-hand (or X) value
- The right-hand (or Y) value
- A 64-bit integer containing the two 32-bit input values
+
+ HUD Center position 2
-
-
- Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer
-
- The 64-bit input integer
- The left-hand (or X) output value
- The right-hand (or Y) output value
+
+ HUD Top-right
-
-
- Convert an IP address object to an unsigned 32-bit integer
-
- IP address to convert
- 32-bit unsigned integer holding the IP address bits
+
+ HUD Top
-
-
- Gets a unix timestamp for the current time
-
- An unsigned integer representing a unix timestamp for now
+
+ HUD Top-left
-
-
- Convert a UNIX timestamp to a native DateTime object
-
- An unsigned integer representing a UNIX
- timestamp
- A DateTime object containing the same time specified in
- the given timestamp
+
+ HUD Center
-
-
- Convert a UNIX timestamp to a native DateTime object
-
- A signed integer representing a UNIX
- timestamp
- A DateTime object containing the same time specified in
- the given timestamp
+
+ HUD Bottom-left
-
-
- Convert a native DateTime object to a UNIX timestamp
-
- A DateTime object you want to convert to a
- timestamp
- An unsigned integer representing a UNIX timestamp
+
+ HUD Bottom
-
-
- Swap two values
-
- Type of the values to swap
- First value
- Second value
+
+ HUD Bottom-right
-
-
- Try to parse an enumeration value from a string
-
- Enumeration type
- String value to parse
- Enumeration value on success
- True if the parsing succeeded, otherwise false
+
+ Neck
-
-
- Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa
-
- Byte to swap the words in
- Byte value with the words swapped
+
+ Avatar Center
-
+
- Attempts to convert a string representation of a hostname or IP
- address to a
+ Tree foliage types
- Hostname to convert to an IPAddress
- Converted IP address object, or null if the conversion
- failed
-
-
- Operating system
-
+
+ Pine1 tree
-
- Unknown
+
+ Oak tree
-
- Microsoft Windows
+
+ Tropical Bush1
-
- Microsoft Windows CE
+
+ Palm1 tree
-
- Linux
+
+ Dogwood tree
-
- Apple OSX
+
+ Tropical Bush2
-
-
- Runtime platform
-
+
+ Palm2 tree
-
- .NET runtime
+
+ Cypress1 tree
-
- Mono runtime: http://www.mono-project.com/
+
+ Cypress2 tree
-
- X value
+
+ Pine2 tree
-
- Y value
+
+ Plumeria
-
- Z value
+
+ Winter pinetree1
-
- W value
+
+ Winter Aspen tree
-
-
- Build a quaternion from normalized float values
-
- X value from -1.0 to 1.0
- Y value from -1.0 to 1.0
- Z value from -1.0 to 1.0
+
+ Winter pinetree2
-
-
- Constructor, builds a quaternion object from a byte array
-
- Byte array containing four four-byte floats
- Offset in the byte array to start reading at
- Whether the source data is normalized or
- not. If this is true 12 bytes will be read, otherwise 16 bytes will
- be read.
+
+ Eucalyptus tree
-
-
- Normalizes the quaternion
-
+
+ Fern
-
-
- Builds a quaternion object from a byte array
-
- The source byte array
- Offset in the byte array to start reading at
- Whether the source data is normalized or
- not. If this is true 12 bytes will be read, otherwise 16 bytes will
- be read.
+
+ Eelgrass
-
-
- Normalize this quaternion and serialize it to a byte array
-
- A 12 byte array containing normalized X, Y, and Z floating
- point values in order using little endian byte ordering
+
+ Sea Sword
-
-
- Writes the raw bytes for this quaternion to a byte array
-
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 12 bytes before the end of the array
+
+ Kelp1 plant
-
-
- Convert this quaternion to euler angles
-
- X euler angle
- Y euler angle
- Z euler angle
+
+ Beach grass
-
-
- Convert this quaternion to an angle around an axis
-
- Unit vector describing the axis
- Angle around the axis, in radians
+
+ Kelp2 plant
-
+
- Returns the conjugate (spatial inverse) of a quaternion
+ Grass foliage types
-
-
- Build a quaternion from an axis and an angle of rotation around
- that axis
-
+
+
-
-
- Build a quaternion from an axis and an angle of rotation around
- that axis
-
- Axis of rotation
- Angle of rotation
+
+
-
-
- Creates a quaternion from a vector containing roll, pitch, and yaw
- in radians
-
- Vector representation of the euler angles in
- radians
- Quaternion representation of the euler angles
+
+
-
-
- Creates a quaternion from roll, pitch, and yaw euler angles in
- radians
-
- X angle in radians
- Y angle in radians
- Z angle in radians
- Quaternion representation of the euler angles
+
+
+
+
+
-
-
- Conjugates and renormalizes a vector
-
+
+
-
+
- Spherical linear interpolation between two quaternions
+ Action associated with clicking on an object
-
-
- Get a string representation of the quaternion elements with up to three
- decimal digits and separated by spaces only
-
- Raw string representation of the quaternion
+
+ Touch object
-
- A quaternion with a value of 0,0,0,1
+
+ Sit on object
-
-
- Same as Queue except Dequeue function blocks until there is an object to return.
- Note: This class does not need to be synchronized
-
+
+ Purchase object or contents
-
-
- Create new BlockingQueue.
-
- The System.Collections.ICollection to copy elements from
+
+ Pay the object
-
-
- Create new BlockingQueue.
-
- The initial number of elements that the queue can contain
+
+ Open task inventory
-
-
- Create new BlockingQueue.
-
+
+ Play parcel media
-
-
- BlockingQueue Destructor (Close queue, resume any waiting thread).
-
+
+ Open parcel media
-
+
- Remove all objects from the Queue.
+ Type of physics representation used for this prim in the simulator
-
-
- Remove all objects from the Queue, resume all dequeue threads.
-
+
+ Use prim physics form this object
-
-
- Removes and returns the object at the beginning of the Queue.
-
- Object in queue.
+
+ No physics, prim doesn't collide
-
-
- Removes and returns the object at the beginning of the Queue.
-
- time to wait before returning
- Object in queue.
+
+ Use convex hull represantion of this prim
-
-
- Removes and returns the object at the beginning of the Queue.
-
- time to wait before returning (in milliseconds)
- Object in queue.
+
+ For thread safety
-
-
- Adds an object to the end of the Queue
-
- Object to put in queue
+
+ For thread safety
-
+
- Open Queue.
+ Purges expired objects from the cache. Called automatically by the purge timer.
-
+
- Gets flag indicating if queue has been closed.
+ A thread-safe lockless queue that supports multiple readers and
+ multiple writers
-
-
- Provides helper methods for parallelizing loops
-
+
+ Queue head
+
+
+ Queue tail
-
+
+ Queue item count
+
+
- Executes a for loop in which iterations may run in parallel
+ Constructor
- The loop will be started at this index
- The loop will be terminated before this index is reached
- Method body to run for each iteration of the loop
-
+
- Executes a for loop in which iterations may run in parallel
+ Enqueue an item
- The number of concurrent execution threads to run
- The loop will be started at this index
- The loop will be terminated before this index is reached
- Method body to run for each iteration of the loop
+ Item to enqeue
-
+
- Executes a foreach loop in which iterations may run in parallel
+ Try to dequeue an item
- Object type that the collection wraps
- An enumerable collection to iterate over
- Method body to run for each object in the collection
+ Dequeued item if the dequeue was successful
+ True if an item was successfully deqeued, otherwise false
+
+
+ Gets the current number of items in the queue. Since this
+ is a lockless collection this value should be treated as a close
+ estimate
-
+
- Executes a foreach loop in which iterations may run in parallel
+ Provides a node container for data in a singly linked list
- Object type that the collection wraps
- The number of concurrent execution threads to run
- An enumerable collection to iterate over
- Method body to run for each object in the collection
-
+
+ Pointer to the next node in list
+
+
+ The data contained by the node
+
+
- Executes a series of tasks in parallel
+ Constructor
- A series of method bodies to execute
-
+
- Executes a series of tasks in parallel
+ Constructor
- The number of concurrent execution threads to run
- A series of method bodies to execute
@@ -1743,783 +1158,1267 @@
A 4x4 identity matrix
-
+
X value
-
+
Y value
-
+
Z value
-
+
W value
-
-
- Constructor, builds a vector from a byte array
-
- Byte array containing four four-byte floats
- Beginning position in the byte array
-
-
-
- Test if this vector is equal to another vector, within a given
- tolerance range
-
- Vector to test against
- The acceptable magnitude of difference
- between the two vectors
- True if the magnitude of difference between the two vectors
- is less than the given tolerance, otherwise false
-
-
-
- IComparable.CompareTo implementation
-
-
-
-
- Test if this vector is composed of all finite numbers
-
-
-
-
- Builds a vector from a byte array
-
- Byte array containing a 16 byte vector
- Beginning position in the byte array
-
-
-
- Returns the raw bytes for this vector
-
- A 16 byte array containing X, Y, Z, and W
-
-
+
- Writes the raw bytes for this vector to a byte array
+ Build a quaternion from normalized float values
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 16 bytes before the end of the array
+ X value from -1.0 to 1.0
+ Y value from -1.0 to 1.0
+ Z value from -1.0 to 1.0
-
+
- Get a string representation of the vector elements with up to three
- decimal digits and separated by spaces only
+ Constructor, builds a quaternion object from a byte array
- Raw string representation of the vector
-
-
- A vector with a value of 0,0,0,0
-
-
- A vector with a value of 1,1,1,1
-
-
- A vector with a value of 1,0,0,0
-
-
- A vector with a value of 0,1,0,0
-
-
- A vector with a value of 0,0,1,0
-
-
- A vector with a value of 0,0,0,1
-
-
- For thread safety
-
-
- For thread safety
+ Byte array containing four four-byte floats
+ Offset in the byte array to start reading at
+ Whether the source data is normalized or
+ not. If this is true 12 bytes will be read, otherwise 16 bytes will
+ be read.
-
+
- Purges expired objects from the cache. Called automatically by the purge timer.
+ Normalizes the quaternion
-
+
- A three-dimensional vector with floating-point values
+ Builds a quaternion object from a byte array
+ The source byte array
+ Offset in the byte array to start reading at
+ Whether the source data is normalized or
+ not. If this is true 12 bytes will be read, otherwise 16 bytes will
+ be read.
-
- X value
-
-
- Y value
-
-
- Z value
-
-
+
- Constructor, builds a vector from a byte array
+ Normalize this quaternion and serialize it to a byte array
- Byte array containing three four-byte floats
- Beginning position in the byte array
+ A 12 byte array containing normalized X, Y, and Z floating
+ point values in order using little endian byte ordering
-
+
- Test if this vector is equal to another vector, within a given
- tolerance range
+ Writes the raw bytes for this quaternion to a byte array
- Vector to test against
- The acceptable magnitude of difference
- between the two vectors
- True if the magnitude of difference between the two vectors
- is less than the given tolerance, otherwise false
+ Destination byte array
+ Position in the destination array to start
+ writing. Must be at least 12 bytes before the end of the array
-
+
- IComparable.CompareTo implementation
+ Convert this quaternion to euler angles
+ X euler angle
+ Y euler angle
+ Z euler angle
-
+
- Test if this vector is composed of all finite numbers
+ Convert this quaternion to an angle around an axis
+ Unit vector describing the axis
+ Angle around the axis, in radians
-
+
- Builds a vector from a byte array
+ Returns the conjugate (spatial inverse) of a quaternion
- Byte array containing a 12 byte vector
- Beginning position in the byte array
-
+
- Returns the raw bytes for this vector
+ Build a quaternion from an axis and an angle of rotation around
+ that axis
- A 12 byte array containing X, Y, and Z
-
+
- Writes the raw bytes for this vector to a byte array
+ Build a quaternion from an axis and an angle of rotation around
+ that axis
- Destination byte array
- Position in the destination array to start
- writing. Must be at least 12 bytes before the end of the array
+ Axis of rotation
+ Angle of rotation
-
+
- Parse a vector from a string
+ Creates a quaternion from a vector containing roll, pitch, and yaw
+ in radians
- A string representation of a 3D vector, enclosed
- in arrow brackets and separated by commas
+ Vector representation of the euler angles in
+ radians
+ Quaternion representation of the euler angles
-
+
- Calculate the rotation between two vectors
+ Creates a quaternion from roll, pitch, and yaw euler angles in
+ radians
- Normalized directional vector (such as 1,0,0 for forward facing)
- Normalized target vector
+ X angle in radians
+ Y angle in radians
+ Z angle in radians
+ Quaternion representation of the euler angles
-
+
- Interpolates between two vectors using a cubic equation
+ Conjugates and renormalizes a vector
-
+
- Get a formatted string representation of the vector
+ Spherical linear interpolation between two quaternions
- A string representation of the vector
-
+
- Get a string representation of the vector elements with up to three
+ Get a string representation of the quaternion elements with up to three
decimal digits and separated by spaces only
- Raw string representation of the vector
+ Raw string representation of the quaternion
-
+
+ A quaternion with a value of 0,0,0,1
+
+
- Cross product between two vectors
+ Determines the appropriate events to set, leaves the locks, and sets the events.
-
- A vector with a value of 0,0,0
-
-
- A vector with a value of 1,1,1
-
-
- A unit vector facing forward (X axis), value 1,0,0
-
-
- A unit vector facing left (Y axis), value 0,1,0
-
-
- A unit vector facing up (Z axis), value 0,0,1
-
-
+
- Identifier code for primitive types
+ A routine for lazily creating a event outside the lock (so if errors
+ happen they are outside the lock and that we don't do much work
+ while holding a spin lock). If all goes well, reenter the lock and
+ set 'waitEvent'
-
- None
+
+
+ Waits on 'waitEvent' with a timeout of 'millisceondsTimeout.
+ Before the wait 'numWaiters' is incremented and is restored before leaving this routine.
+
-
- A Primitive
+
+
+ A hierarchical token bucket for bandwidth throttling. See
+ http://en.wikipedia.org/wiki/Token_bucket for more information
+
-
- A Avatar
+
+ Parent bucket to this bucket, or null if this is a root
+ bucket
-
- Linden grass
+
+ Size of the bucket in bytes. If zero, the bucket has
+ infinite capacity
-
- Linden tree
+
+ Rate that the bucket fills, in bytes per millisecond. If
+ zero, the bucket always remains full
-
- A primitive that acts as the source for a particle stream
+
+ Number of tokens currently in the bucket
-
- A Linden tree
+
+ Time of the last drip, in system ticks
-
+
- Primary parameters for primitives such as Physics Enabled or Phantom
+ Default constructor
+ Parent bucket if this is a child bucket, or
+ null if this is a root bucket
+ Maximum size of the bucket in bytes, or
+ zero if this bucket has no maximum capacity
+ Rate that the bucket fills, in bytes per
+ second. If zero, the bucket always remains full
-
- Deprecated
-
-
- Whether physics are enabled for this object
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ Remove a given number of tokens from the bucket
+
+ Number of tokens to remove from the bucket
+ True if the requested number of tokens were removed from
+ the bucket, otherwise false
-
-
+
+
+ Remove a given number of tokens from the bucket
+
+ Number of tokens to remove from the bucket
+ True if tokens were added to the bucket
+ during this call, otherwise false
+ True if the requested number of tokens were removed from
+ the bucket, otherwise false
-
-
+
+
+ Add tokens to the bucket over time. The number of tokens added each
+ call depends on the length of time that has passed since the last
+ call to Drip
+
+ True if tokens were added to the bucket, otherwise false
-
- Whether this object contains an active touch script
+
+
+ The parent bucket of this bucket, or null if this bucket has no
+ parent. The parent bucket will limit the aggregate bandwidth of all
+ of its children buckets
+
-
-
+
+
+ Maximum burst rate in bytes per second. This is the maximum number
+ of tokens that can accumulate in the bucket at any one time
+
-
- Whether this object can receive payments
+
+
+ The speed limit of this bucket in bytes per second. This is the
+ number of tokens that are added to the bucket per second
+
+ Tokens are added to the bucket any time
+ is called, at the granularity of
+ the system tick interval (typically around 15-22ms)
-
- Whether this object is phantom (no collisions)
+
+
+ The number of bytes that can be sent at this moment. This is the
+ current number of tokens in the bucket
+ If this bucket has a parent bucket that does not have
+ enough tokens for a request, will
+ return false regardless of the content of this bucket
+
-
-
+
+ Used for converting degrees to radians
-
-
+
+ Used for converting radians to degrees
-
-
+
+ Provide a single instance of the CultureInfo class to
+ help parsing in situations where the grid assumes an en-us
+ culture
-
-
+
+ UNIX epoch in DateTime format
-
- Deprecated
+
+ Provide a single instance of the MD5 class to avoid making
+ duplicate copies and handle thread safety
-
-
+
+