From 4a24bf74d93924b688fcd5246218083108c93c01 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Sat, 30 Oct 2010 02:06:43 -0400 Subject: * Thank you lkalif for fixing the {array[array[]]} json OSD serialization issue. * This is libOMV SVN revision 3463. --- bin/OpenMetaverseTypes.XML | 3578 ++++++++++++++++++++++---------------------- 1 file changed, 1789 insertions(+), 1789 deletions(-) (limited to 'bin/OpenMetaverseTypes.XML') diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index c61d91a..befc8d4 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -4,2599 +4,2599 @@ OpenMetaverseTypes - + - A 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol + A three-dimensional vector with doubleing-point values - - The System.Guid object this struct wraps around + + X value - - - 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") + + Y value - - - Constructor that takes a System.Guid object - - A Guid object that contains the unique identifier - to be represented by this UUID + + Z value - + - Constructor that takes a byte array containing a UUID + Constructor, builds a vector from a byte array - Byte array containing a 16 byte UUID - Beginning offset in the array + Byte array containing three eight-byte doubles + Beginning position in the byte array - + - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID + Test if this vector is equal to another vector, within a given + tolerance range - 64-bit unsigned integer to convert to a UUID + 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 - + - Copy constructor + IComparable.CompareTo implementation - UUID to copy - + - IComparable.CompareTo implementation + Test if this vector is composed of all finite numbers - + - Assigns this UUID from 16 bytes out of a byte array + Builds a vector from a byte array - Byte array containing the UUID to assign this UUID to - Starting position of the UUID in the byte array + Byte array containing a 24 byte vector + Beginning position in the byte array - + - Returns a copy of the raw bytes for this UUID + Returns the raw bytes for this vector - A 16 byte array containing this UUID + A 24 byte array containing X, Y, and Z - + - Writes the raw bytes for this UUID to a byte array + Writes the raw bytes for this vector 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 - - - - Calculate an LLCRC (cyclic redundancy check) for this UUID - - The CRC checksum for this UUID - - - - Create a 64-bit integer representation from the second half of this UUID - - An integer created from the last eight bytes of this UUID + writing. Must be at least 24 bytes before the end of the array - + - Generate a UUID from a string + Parse a vector 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") + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - + - Generate a UUID from a string + Interpolates between two vectors using a cubic equation - 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 + Get a formatted string representation of the vector - First UUID to combine - Second UUID to combine - The UUID product of the combination + A string representation of the vector - + - + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - + Raw string representation of the vector - + - Return a hash code for this UUID, used by .NET for hash tables + Cross product between two vectors - 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 + + A vector with a value of 0,0,0 - - - Comparison function - - UUID to compare to - True if the UUIDs are equal, otherwise false + + A vector with a value of 1,1,1 - - - Get a hyphenated string representation of this UUID - - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 + + A unit vector facing forward (X axis), value of 1,0,0 - - - Equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false + + A unit vector facing left (Y axis), value of 0,1,0 - - - Not equals operator - - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true + + A unit vector facing up (Z axis), value of 0,0,1 - + - XOR operator + Attribute class that allows extra attributes to be attached to ENUMs - 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 + + Text used when presenting ENUM to user - - An UUID with a value of all zeroes + + Default initializer - - A cache of UUID.Zero as a string to optimize a common path + + Text used when presenting ENUM to user - + - Convert this matrix to euler rotations + The different types of grid assets - X euler angle - Y euler angle - Z euler angle - - - Convert this matrix to a quaternion rotation - - A quaternion representation of this rotation matrix + + Unknown asset type - - - Construct a matrix from euler rotation values in radians - - X euler angle in radians - Y euler angle in radians - Z euler angle in radians + + Texture asset, stores in JPEG2000 J2C stream format - - - Get a formatted string representation of the vector - - A string representation of the vector + + Sound asset - - A 4x4 matrix containing all zeroes + + Calling card for another avatar - - A 4x4 identity matrix + + Link to a location in world - - - An 8-bit color structure including an alpha channel - + + Collection of textures and parameters that can be + worn by an avatar - - Red + + Primitive that can contain textures, sounds, + scripts and more - - Green + + Notecard asset - - Blue + + Holds a collection of inventory items - - Alpha + + Root inventory folder - + + Linden scripting language script + + + LSO bytecode for a script + + + Uncompressed TGA texture + + + Collection of textures and shape parameters that can + be worn + + + Trash folder + + + Snapshot folder + + + Lost and found folder + + + Uncompressed sound + + + Uncompressed TGA non-square image, not to be used as a + texture + + + Compressed JPEG non-square image, not to be used as a + texture + + + Animation + + + Sequence of animations, sounds, chat, and pauses + + + Simstate file + + + Contains landmarks for favorites + + + Asset is a link to another inventory item + + + Asset is a link to another inventory folder + + + Beginning of the range reserved for ensembles + + + End of the range reserved for ensembles + + + Folder containing inventory links to wearables and attachments + that are part of the current outfit + + + Folder containing inventory items or links to + inventory items of wearables and attachments + together make a full outfit + + + Root folder for the folders of type OutfitFolder + + + Linden mesh format + + - + Inventory Item Types, eg Script, Notecard, Folder, etc - - - - - + + Unknown + + + Texture + + + Sound + + + Calling Card + + + Landmark + + + Notecard + + + + + + Folder + + + + + + an LSL Script + + + + + + + + + + + + + + + + + + + + - Builds a color from a byte array + Item Sale Status - 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 - + + Not for sale + + + The original is for sale + + + Copies are for sale + + + The contents of the object are for sale + + - Returns the raw bytes for this vector + Types of wearable assets - 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 - + + Body shape + + + Skin textures and attributes + + + Hair + + + Eyes + + + Shirt + + + Pants + + + Shoes + + + Socks + + + Jacket + + + Gloves + + + Undershirt + + + Underpants + + + Skirt + + + Alpha mask to hide parts of the avatar + + + Tattoo + + + Invalid wearable asset + + - Copy constructor + A hierarchical token bucket for bandwidth throttling. See + http://en.wikipedia.org/wiki/Token_bucket for more information - Color to copy - + + Parent bucket to this bucket, or null if this is a root + bucket + + + Size of the bucket in bytes. If zero, the bucket has + infinite capacity + + + Rate that the bucket fills, in bytes per millisecond. If + zero, the bucket always remains full + + + Number of tokens currently in the bucket + + + Time of the last drip, in system ticks + + - IComparable.CompareTo implementation + Default constructor - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent + 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 - + - Builds a color from a byte array + Remove a given number of tokens from the bucket - 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 + Number of tokens to remove from the bucket + True if the requested number of tokens were removed from + the bucket, otherwise false - + - Writes the raw bytes for this color to a byte array + Remove a given number of tokens from the bucket - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + 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 - + - Serializes this color into four bytes in a byte array + 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 - 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) + True if tokens were added to the bucket, otherwise false - + - Writes the raw bytes for this color to a byte array + 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 - 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 + Maximum burst rate in bytes per second. This is the maximum number + of tokens that can accumulate in the bucket at any one time - + - Create an RGB color from a hue, saturation, value combination + The speed limit of this bucket in bytes per second. This is the + number of tokens that are added to the bucket per second - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) + Tokens are added to the bucket any time + is called, at the granularity of + the system tick interval (typically around 15-22ms) - + - Performs linear interpolation between two colors + 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 - 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) - - + - Copy constructor + A thread-safe lockless queue that supports multiple readers and + multiple writers - Circular queue to copy - - X value - - - Y value + + Queue head - - Z value + + Queue tail - - W value + + Queue item count - + - Constructor, builds a vector from a byte array + Constructor - 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 + Enqueue an item - 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 + Item to enqeue - + - IComparable.CompareTo implementation + Try to dequeue an item + Dequeued item if the dequeue was successful + True if an item was successfully deqeued, otherwise false - - - Test if this vector is composed of all finite numbers - + + Gets the current number of items in the queue. Since this + is a lockless collection this value should be treated as a close + estimate - + - Builds a vector from a byte array + Provides a node container for data in a singly linked list - Byte array containing a 16 byte vector - Beginning position in the byte array - + + Pointer to the next node in list + + + The data contained by the node + + - Returns the raw bytes for this vector + Constructor - A 16 byte array containing X, Y, Z, and W - + - Writes the raw bytes for this vector to a byte array + Constructor - 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 + An 8-bit color structure including an alpha channel - 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 + + Red - - A vector with a value of 0,1,0,0 + + Green - - A vector with a value of 0,0,1,0 + + Blue - - A vector with a value of 0,0,0,1 + + Alpha - + - A three-dimensional vector with doubleing-point values + + + + + - - X value - - - Y value - - - Z value - - + - Constructor, builds a vector from a byte array + Builds a color from a byte array - Byte array containing three eight-byte doubles + 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 - + - Test if this vector is equal to another vector, within a given - tolerance range + Returns the raw bytes for this vector - 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 + 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 - + - IComparable.CompareTo implementation + Copy constructor + Color to copy - + - Test if this vector is composed of all finite numbers + IComparable.CompareTo implementation + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent - + - Builds a vector from a byte array + Builds a color from a byte array - Byte array containing a 24 byte 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 - - - Returns the raw bytes for this vector - - A 24 byte array containing X, Y, and Z - - + - Writes the raw bytes for this vector to a byte array + 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 24 bytes before the end of the array - - - - Parse a vector from a string - - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas + writing. Must be at least 16 bytes before the end of the array - + - Interpolates between two vectors using a cubic equation + 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) - + - 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 + Ensures that values are in range 0-1 - Raw string representation of the vector - + - Cross product between two vectors + Create an RGB color from a hue, saturation, value combination + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) - - 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 of 1,0,0 - - - A unit vector facing left (Y axis), value of 0,1,0 - - - A unit vector facing up (Z axis), value of 0,0,1 - - + - A three-dimensional vector with floating-point values + Performs linear interpolation between two colors + Color to start at + Color to end at + Amount to interpolate + The interpolated color - - X value - - - Y value - - - Z value + + A Color4 with zero RGB values and fully opaque (alpha 1.0) - - - Constructor, builds a vector from a byte array - - Byte array containing three four-byte floats - Beginning position in the byte array + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - + - Test if this vector is equal to another vector, within a given - tolerance range + Determines the appropriate events to set, leaves the locks, and sets the events. - 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 + 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' - + - Test if this vector is composed of all finite numbers + Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. + Before the wait 'numWaiters' is incremented and is restored before leaving this routine. - + - Builds a vector from a byte array + Copy constructor - Byte array containing a 12 byte vector - Beginning position in the byte array + Circular queue to copy - + - Returns the raw bytes for this vector + A 128-bit Universally Unique Identifier, used throughout the Second + Life networking protocol - A 12 byte array containing X, Y, and Z - - - Writes the raw bytes for this vector 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 + + The System.Guid object this struct wraps around - + - Parse a vector from a string + Constructor that takes a string UUID representation - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") - + - Calculate the rotation between two vectors + Constructor that takes a System.Guid object - Normalized directional vector (such as 1,0,0 for forward facing) - Normalized target vector + A Guid object that contains the unique identifier + to be represented by this UUID - + - Interpolates between two vectors using a cubic equation + Constructor that takes a byte array containing a UUID + Byte array containing a 16 byte UUID + Beginning offset in the array - + - Get a formatted string representation of the vector + Constructor that takes an unsigned 64-bit unsigned integer to + convert to a UUID - A string representation of the vector + 64-bit unsigned integer to convert to a UUID - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Copy constructor - Raw string representation of the vector + UUID to copy - + - Cross product between two vectors + IComparable.CompareTo implementation - - 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 - - - Used for converting degrees to radians - - - Used for converting radians to degrees - - + - Convert the first two bytes starting in the byte array in - little endian ordering to a signed short integer + Assigns this UUID from 16 bytes out of a byte array - An array two bytes or longer - A signed short integer, will be zero if a short can't be - read at the given position + Byte array containing the UUID to assign this UUID to + Starting position of the UUID in the byte array - + - Convert the first two bytes starting at the given position in - little endian ordering to a signed short integer + Returns a copy of the raw bytes for this UUID - 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 + A 16 byte array containing this UUID - + - Convert the first four bytes starting at the given position in - little endian ordering to a signed integer + Writes the raw bytes for this UUID to a byte array - 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 + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - + - Convert the first four bytes of the given array in little endian - ordering to a signed integer + Calculate an LLCRC (cyclic redundancy check) for this UUID - An array four bytes or longer - A signed integer, will be zero if the array contains - less than four bytes + The CRC checksum for this UUID - + - Convert the first eight bytes of the given array in little endian - ordering to a signed long integer + Create a 64-bit integer representation from the second half of this UUID - An array eight bytes or longer - A signed long integer, will be zero if the array contains - less than eight bytes + An integer created from the last eight bytes of this UUID - + - Convert the first eight bytes starting at the given position in - little endian ordering to a signed long integer + Generate a UUID from a string - 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 + A string representation of a UUID, case + insensitive and can either be hyphenated or non-hyphenated + UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") - + - Convert the first two bytes starting at the given position in - little endian ordering to an unsigned short + Generate a UUID from a string - 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 + 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) - + - Convert two bytes in little endian ordering to an unsigned short + Combine two UUIDs together by taking the MD5 hash of a byte array + containing both UUIDs - Byte array containing the ushort - An unsigned short, will be zero if a ushort can't be - read + First UUID to combine + Second UUID to combine + The UUID product of the combination - + - 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 + Return a hash code for this UUID, used by .NET for hash tables - An array four bytes or longer - An unsigned integer, will be zero if the array contains - less than four bytes + An integer composed of all the UUID bytes XORed together - + - Convert the first eight bytes of the given array in little endian - ordering to an unsigned 64-bit integer + Comparison function - An array eight bytes or longer - An unsigned 64-bit integer, will be zero if the array - contains less than eight bytes + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal - + - Convert four bytes in little endian ordering to a floating point - value + Comparison function - Byte array containing a little ending floating - point value - Starting position of the floating point value in - the byte array - Single precision value + UUID to compare to + True if the UUIDs are equal, otherwise false - + - Convert an integer to a byte array in little endian format + Get a hyphenated string representation of this UUID - The integer to convert - A four byte little endian array + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 - + - Convert an integer to a byte array in big endian format + Equals operator - The integer to convert - A four byte big endian array + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false - + - Convert a 64-bit integer to a byte array in little endian format + Not equals operator - The value to convert - An 8 byte little endian array + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true - + - Convert a 64-bit unsigned integer to a byte array in little endian - format + XOR operator - The value to convert - An 8 byte little endian array + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs - + - Convert a floating point value to four bytes in little endian - ordering + String typecasting operator - A floating point value - A four byte array containing the value in little endian - ordering + 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 + + - Converts an unsigned integer to a hexadecimal string + Clamp a given value between a range - An unsigned integer to convert to a string - A hexadecimal string 10 characters long - 0x7fffffff + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Convert a variable length UTF8 byte array to a string + Clamp a given value between a range - The UTF8 encoded byte array to convert - The decoded string + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Converts a byte array to a string containing hexadecimal characters + Clamp a given value between a range - 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 + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Converts a byte array to a string containing hexadecimal characters + Round a floating-point value to the nearest integer - 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 + Floating point number to round + Integer - + - Convert a string to a UTF8 encoded byte array + Test if a single precision float is a finite number - The string to convert - A null-terminated UTF8 byte array - + - Converts a string containing hexadecimal characters to a byte array + Test if a double precision float is a finite number - String containing hexadecimal characters - If true, gracefully handles null, empty and - uneven strings as well as stripping unconvertable characters - The converted byte array - + - Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + Get the distance between two floating-point values - Character to test - true if hex digit, false if not + First value + Second value + The distance between the two values - + - Converts 1 or 2 character string into equivalant byte value + Compute the MD5 hash for a byte array - 1 or 2 character string - byte + Byte array to compute the hash for + MD5 hash of the input data - + - Convert a float value to a byte given a minimum and maximum range + Compute the SHA1 hash for a byte array - Value to convert to a byte - Minimum value range - Maximum value range - A single byte representing the original float value + Byte array to compute the hash for + SHA1 hash of the input data - + - Convert a byte to a float value given a minimum and maximum range + Calculate the SHA1 hash of a given string - 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 + The string to hash + The SHA1 hash as a string - + - Convert a byte to a float value given a minimum and maximum range + Compute the SHA256 hash for a byte array - Byte to convert to a float value - Minimum value range - Maximum value range - A float value inclusively between lower and upper + Byte array to compute the hash for + SHA256 hash of the input data - + - Attempts to parse a floating point value from a string, using an - EN-US number format + Calculate the SHA256 hash of a given string - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + The string to hash + The SHA256 hash as a string - + - Attempts to parse a floating point value from a string, using an - EN-US number format + Calculate the MD5 hash of a given string - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + The password to hash + An MD5 hash in string format, with $1$ prepended - + - Tries to parse an unsigned 32-bit integer from a hexadecimal string + Calculate the MD5 hash of a given string - String to parse - Resulting integer - True if the parse was successful, otherwise false + The string to hash + The MD5 hash as a string - + - 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 + Generate a random double precision floating point value - Enum value - Text representation of the enum + Random value of type double - + - Takes an AssetType and returns the string representation + Get the current running platform - The source - The string version of the AssetType + Enumeration of the current platform we are running on - + - Translate a string name of an AssetType into the proper Type + Get the current running runtime - A string containing the AssetType name - The AssetType which matches the string name, or AssetType.Unknown if no match was found + Enumeration of the current runtime we are running on - + - Convert an InventoryType to a string + Convert the first two bytes starting in the byte array in + little endian ordering to a signed short integer - The to convert - A string representation of the source + An array two bytes or longer + A signed short integer, will be zero if a short can't be + read at the given position - + - Convert a string into a valid InventoryType + Convert the first two bytes starting at the given position in + little endian ordering to a signed short integer - A string representation of the InventoryType to convert - A InventoryType object which matched the type + 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 - + - Convert a SaleType to a string + Convert the first four bytes starting at the given position in + little endian ordering to a signed integer - The to convert - A string representation of the source + 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 - + - Convert a string into a valid SaleType + Convert the first four bytes of the given array in little endian + ordering to a signed integer - A string representation of the SaleType to convert - A SaleType object which matched the type + An array four bytes or longer + A signed integer, will be zero if the array contains + less than four bytes - + - Converts a string used in LLSD to AttachmentPoint type + Convert the first eight bytes of the given array in little endian + ordering to a signed long integer - String representation of AttachmentPoint to convert - AttachmentPoint enum + An array eight bytes or longer + A signed long integer, will be zero if the array contains + less than eight bytes - + - Copy a byte array + Convert the first eight bytes starting at the given position in + little endian ordering to a signed long integer - Byte array to copy - A copy of the given byte array + 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 - + - Packs to 32-bit unsigned integers in to a 64-bit unsigned integer + Convert the first two bytes starting at the given position in + little endian ordering to an unsigned short - The left-hand (or X) value - The right-hand (or Y) value - A 64-bit integer containing the two 32-bit input values + 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 - + - Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer + Convert two bytes in little endian ordering to an unsigned short - The 64-bit input integer - The left-hand (or X) output value - The right-hand (or Y) output value + Byte array containing the ushort + An unsigned short, will be zero if a ushort can't be + read - + - Convert an IP address object to an unsigned 32-bit integer + Convert the first four bytes starting at the given position in + little endian ordering to an unsigned integer - IP address to convert - 32-bit unsigned integer holding the IP address bits + 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 - + - Gets a unix timestamp for the current time + Convert the first four bytes of the given array in little endian + ordering to an unsigned integer - An unsigned integer representing a unix timestamp for now + An array four bytes or longer + An unsigned integer, will be zero if the array contains + less than four bytes - + - Convert a UNIX timestamp to a native DateTime object + Convert the first eight bytes of the given array in little endian + ordering to an unsigned 64-bit integer - An unsigned integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + An array eight bytes or longer + An unsigned 64-bit integer, will be zero if the array + contains less than eight bytes - + - Convert a UNIX timestamp to a native DateTime object + Convert four bytes in little endian ordering to a floating point + value - A signed integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + Byte array containing a little ending floating + point value + Starting position of the floating point value in + the byte array + Single precision value - + - Convert a native DateTime object to a UNIX timestamp + Convert an integer to a byte array in little endian format - A DateTime object you want to convert to a - timestamp - An unsigned integer representing a UNIX timestamp + The integer to convert + A four byte little endian array - + - Swap two values + Convert an integer to a byte array in big endian format - Type of the values to swap - First value - Second value + The integer to convert + A four byte big endian array - + - Try to parse an enumeration value from a string + Convert a 64-bit integer to a byte array in little endian format - Enumeration type - String value to parse - Enumeration value on success - True if the parsing succeeded, otherwise false + The value to convert + An 8 byte little endian array - + - Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa + Convert a 64-bit unsigned integer to a byte array in little endian + format - Byte to swap the words in - Byte value with the words swapped + The value to convert + An 8 byte little endian array - + - Attempts to convert a string representation of a hostname or IP - address to a + Convert a floating point value to four bytes in little endian + ordering - Hostname to convert to an IPAddress - Converted IP address object, or null if the conversion - failed - - - 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 + A floating point value + A four byte array containing the value in little endian + ordering - - Provide a single instance of a random number generator - to avoid making duplicate copies and handle thread safety + + + Converts an unsigned integer to a hexadecimal string + + An unsigned integer to convert to a string + A hexadecimal string 10 characters long + 0x7fffffff - + - Clamp a given value between a range + Convert a variable length UTF8 byte array to a string - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + The UTF8 encoded byte array to convert + The decoded string - + - Clamp a given value between a range + Converts a byte array to a string containing hexadecimal characters - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + 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 - + - Clamp a given value between a range + Converts a byte array to a string containing hexadecimal characters - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + 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 - + - Round a floating-point value to the nearest integer + Convert a string to a UTF8 encoded byte array - Floating point number to round - Integer + The string to convert + A null-terminated UTF8 byte array - + - Test if a single precision float is a finite number + 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 - + - Test if a double precision float is a finite number + Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + Character to test + true if hex digit, false if not - + - Get the distance between two floating-point values + Converts 1 or 2 character string into equivalant byte value - First value - Second value - The distance between the two values + 1 or 2 character string + byte - + - Compute the MD5 hash for a byte array + Convert a float value to a byte given a minimum and maximum range - Byte array to compute the hash for - MD5 hash of the input data + Value to convert to a byte + Minimum value range + Maximum value range + A single byte representing the original float value - + - Compute the SHA1 hash for a byte array + Convert a byte to a float value given a minimum and maximum range - Byte array to compute the hash for - SHA1 hash of the input data + 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 - + - Calculate the SHA1 hash of a given string + Convert a byte to a float value given a minimum and maximum range - The string to hash - The SHA1 hash as a string + Byte to convert to a float value + Minimum value range + Maximum value range + A float value inclusively between lower and upper - + - Compute the SHA256 hash for a byte array + Attempts to parse a floating point value from a string, using an + EN-US number format - Byte array to compute the hash for - SHA256 hash of the input data + String to parse + Resulting floating point number + True if the parse was successful, otherwise false - + - Calculate the SHA256 hash of a given string + Attempts to parse a floating point value from a string, using an + EN-US number format - The string to hash - The SHA256 hash as a string + String to parse + Resulting floating point number + True if the parse was successful, otherwise false - + - Calculate the MD5 hash of a given string + Tries to parse an unsigned 32-bit integer from a hexadecimal string - The password to hash - An MD5 hash in string format, with $1$ prepended + String to parse + Resulting integer + True if the parse was successful, otherwise false - + - Calculate the MD5 hash of a given string + 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 - The string to hash - The MD5 hash as a string + Enum value + Text representation of the enum - + - Generate a random double precision floating point value + Takes an AssetType and returns the string representation - Random value of type double + The source + The string version of the AssetType - + - Get the current running platform + Translate a string name of an AssetType into the proper Type - Enumeration of the current platform we are running on + A string containing the AssetType name + The AssetType which matches the string name, or AssetType.Unknown if no match was found - + - Get the current running runtime + Convert an InventoryType to a string - Enumeration of the current runtime we are running on + The to convert + A string representation of the source - + - Operating system + Convert a string into a valid InventoryType + A string representation of the InventoryType to convert + A InventoryType object which matched the type - - Unknown - - - Microsoft Windows - - - Microsoft Windows CE - - - Linux - - - Apple OSX - - + - Runtime platform + Convert a SaleType to a string + The to convert + A string representation of the source - - .NET runtime - - - Mono runtime: http://www.mono-project.com/ + + + Convert a string into a valid SaleType + + A string representation of the SaleType to convert + A SaleType object which matched the type - + - A two-dimensional vector with floating-point values + Converts a string used in LLSD to AttachmentPoint type + String representation of AttachmentPoint to convert + AttachmentPoint enum - - X value + + + Copy a byte array + + Byte array to copy + A copy of the given byte array - - Y value + + + 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 - + - Test if this vector is equal to another vector, within a given - tolerance range + Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer - 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 + The 64-bit input integer + The left-hand (or X) output value + The right-hand (or Y) output value - + - Test if this vector is composed of all finite numbers + Convert an IP address object to an unsigned 32-bit integer + IP address to convert + 32-bit unsigned integer holding the IP address bits - + - IComparable.CompareTo implementation + Gets a unix timestamp for the current time + An unsigned integer representing a unix timestamp for now - + - Builds a vector from a byte array + Convert a UNIX timestamp to a native DateTime object - Byte array containing two four-byte floats - Beginning position in the byte array + An unsigned integer representing a UNIX + timestamp + A DateTime object containing the same time specified in + the given timestamp - + - Returns the raw bytes for this vector + Convert a UNIX timestamp to a native DateTime object - An eight-byte array containing X and Y + A signed integer representing a UNIX + timestamp + A DateTime object containing the same time specified in + the given timestamp - + - Writes the raw bytes for this vector to a byte array + Convert a native DateTime object to a UNIX timestamp - Destination byte array - Position in the destination array to start - writing. Must be at least 8 bytes before the end of the array + A DateTime object you want to convert to a + timestamp + An unsigned integer representing a UNIX timestamp - + - Parse a vector from a string + Swap two values - A string representation of a 2D vector, enclosed - in arrow brackets and separated by commas + Type of the values to swap + First value + Second value - + - Interpolates between two vectors using a cubic equation + 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 - + - Get a formatted string representation of the vector + Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa - A string representation of the vector + Byte to swap the words in + Byte value with the words swapped - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Attempts to convert a string representation of a hostname or IP + address to a - Raw string representation of the vector - - - A vector with a value of 0,0 - - - A vector with a value of 1,1 - - - A vector with a value of 1,0 - - - A vector with a value of 0,1 + Hostname to convert to an IPAddress + Converted IP address object, or null if the conversion + failed - + - Identifier code for primitive types + Operating system - - None - - - A Primitive - - - A Avatar + + Unknown - - Linden grass + + Microsoft Windows - - Linden tree + + Microsoft Windows CE - - A primitive that acts as the source for a particle stream + + Linux - - A Linden tree + + Apple OSX - + - Primary parameters for primitives such as Physics Enabled or Phantom + Runtime platform - - Deprecated - - - Whether physics are enabled for this object - - - - - - - - - - - - - - - - - - - - - Whether this object contains an active touch script - - - - - - Whether this object can receive payments - - - Whether this object is phantom (no collisions) - - - - - - - - - - - - - - - Deprecated - - - - - - - - - - - - Deprecated - - - - - - - - - - - - - - - Server flag, will not be sent to clients. Specifies that - the object is destroyed when it touches a simulator edge - - - 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 - - - Server flag, will not be sent to clients. + + .NET runtime - - Server flag, will not be sent to client. Specifies that - the object is hovering/flying + + Mono runtime: http://www.mono-project.com/ - - + + X value - - + + Y value - - + + Z value - - + + W value - + - Sound flags for sounds attached to primitives + 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 - - - - - - - - - - - - - - + + + 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. - - + + + Normalizes the quaternion + - - + + + 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. - + - Material type for a primitive + 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 - - - - - - - - - - - + + + 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 - - + + + Convert this quaternion to euler angles + + X euler angle + Y euler angle + Z euler angle - - + + + Convert this quaternion to an angle around an axis + + Unit vector describing the axis + Angle around the axis, in radians - - + + + Returns the conjugate (spatial inverse) of a quaternion + - - + + + Build a quaternion from an axis and an angle of rotation around + that axis + - + - Used in a helper function to roughly determine prim shape + Build a quaternion from an axis and an angle of rotation around + that axis + Axis of rotation + Angle of rotation - + - Extra parameters for primitives, these flags are for features that have - been added after the original ObjectFlags that has all eight bits - reserved already + 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 - - Whether this object has flexible parameters + + + 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 - - Whether this object has light parameters + + + Conjugates and renormalizes a vector + - - Whether this object is a sculpted prim + + + Spherical linear interpolation between two quaternions + - + - + 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 - - + + A quaternion with a value of 0,0,0,1 - - + + + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized + - - + + + Create new BlockingQueue. + + The System.Collections.ICollection to copy elements from - + - + Create new BlockingQueue. + The initial number of elements that the queue can contain - - + + + Create new BlockingQueue. + - - + + + BlockingQueue Destructor (Close queue, resume any waiting thread). + - - + + + Remove all objects from the Queue. + - - + + + Remove all objects from the Queue, resume all dequeue threads. + - - + + + Removes and returns the object at the beginning of the Queue. + + Object in queue. - - + + + Removes and returns the object at the beginning of the Queue. + + 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. + - - + + + Provides helper methods for parallelizing loops + - - + + + Executes a for loop in which iterations may run in parallel + + 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 + + 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 - - + + + Executes a foreach loop in which iterations may run in parallel + + Object type that the collection wraps + An enumerable collection to iterate over + Method body to run for each object in the collection - - + + + Executes a foreach loop in which iterations may run in parallel + + 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 - - + + + Executes a series of tasks in parallel + + A series of method bodies to execute - - + + + Executes a series of tasks in parallel + + The number of concurrent execution threads to run + A series of method bodies to execute - - + + + Convert this matrix to euler rotations + + X euler angle + Y euler angle + Z euler angle - + - + Convert this matrix to a quaternion rotation + A quaternion representation of this rotation matrix - - + + + Construct a matrix from euler rotation values in radians + + X euler angle in radians + Y euler angle in radians + Z euler angle in radians - - + + + Get a formatted string representation of the vector + + A string representation of the vector - - + + A 4x4 matrix containing all zeroes - - + + A 4x4 identity matrix - - + + X value - - + + Y value - - + + Z value - - - Attachment points for objects on avatar bodies - - - Both InventoryObject and InventoryAttachment types can be attached - + + W value - - Right hand if object was not previously attached + + + Constructor, builds a vector from a byte array + + Byte array containing four four-byte floats + Beginning position in the byte array - - Chest + + + 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 - - Skull + + + IComparable.CompareTo implementation + - - Left shoulder + + + Test if this vector is composed of all finite numbers + - - Right shoulder + + + Builds a vector from a byte array + + Byte array containing a 16 byte vector + Beginning position in the byte array - - Left hand + + + Returns the raw bytes for this vector + + A 16 byte array containing X, Y, Z, and W - - Right hand + + + Writes the raw bytes for this vector 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 - - Left foot + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector - - Right foot + + A vector with a value of 0,0,0,0 - - Spine + + A vector with a value of 1,1,1,1 - - Pelvis + + A vector with a value of 1,0,0,0 - - Mouth + + A vector with a value of 0,1,0,0 - - Chin + + A vector with a value of 0,0,1,0 - - Left ear + + A vector with a value of 0,0,0,1 - - Right ear + + For thread safety - - Left eyeball + + For thread safety - - Right eyeball + + + Purges expired objects from the cache. Called automatically by the purge timer. + - - Nose + + + A three-dimensional vector with floating-point values + - - Right upper arm + + X value - - Right forearm + + Y value - - Left upper arm + + Z value - - Left forearm + + + Constructor, builds a vector from a byte array + + Byte array containing three four-byte floats + Beginning position in the byte array - - Right hip + + + 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 - - Right upper leg + + + IComparable.CompareTo implementation + - - Right lower leg + + + Test if this vector is composed of all finite numbers + - - Left hip + + + Builds a vector from a byte array + + Byte array containing a 12 byte vector + Beginning position in the byte array - - Left upper leg + + + Returns the raw bytes for this vector + + A 12 byte array containing X, Y, and Z - - Left lower leg + + + Writes the raw bytes for this vector 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 - - Stomach + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - - Left pectoral + + + Calculate the rotation between two vectors + + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector - - Right pectoral + + + Interpolates between two vectors using a cubic equation + - - HUD Center position 2 + + + Get a formatted string representation of the vector + + A string representation of the vector - - HUD Top-right + + + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + + Raw string representation of the vector - - HUD Top + + + Cross product between two vectors + - - HUD Top-left + + A vector with a value of 0,0,0 - - HUD Center + + A vector with a value of 1,1,1 - - HUD Bottom-left + + A unit vector facing forward (X axis), value 1,0,0 - - HUD Bottom + + A unit vector facing left (Y axis), value 0,1,0 - - HUD Bottom-right + + A unit vector facing up (Z axis), value 0,0,1 - + - Tree foliage types + Identifier code for primitive types - - Pine1 tree + + None - - Oak tree + + A Primitive - - Tropical Bush1 + + A Avatar - - Palm1 tree + + Linden grass - - Dogwood tree + + Linden tree - - Tropical Bush2 + + A primitive that acts as the source for a particle stream - - Palm2 tree + + A Linden tree - - Cypress1 tree + + + Primary parameters for primitives such as Physics Enabled or Phantom + - - Cypress2 tree + + Deprecated - - Pine2 tree + + Whether physics are enabled for this object - - Plumeria + + - - Winter pinetree1 + + - - Winter Aspen tree + + - - Winter pinetree2 + + - - Eucalyptus tree + + - - Fern + + - - Eelgrass + + Whether this object contains an active touch script - - Sea Sword + + - - Kelp1 plant + + Whether this object can receive payments - - Beach grass + + Whether this object is phantom (no collisions) - - Kelp2 plant + + - - - Grass foliage types - + + - + - + - + + Deprecated + + - + - + - + + Deprecated + + - - - Action associated with clicking on an object - + + - - Touch object + + - - Sit on object + + - - Purchase object or contents + + Server flag, will not be sent to clients. Specifies that + the object is destroyed when it touches a simulator edge - - Pay the object + + 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 - - Open task inventory + + Server flag, will not be sent to clients. - - Play parcel media + + Server flag, will not be sent to client. Specifies that + the object is hovering/flying - - Open parcel media + + - - - Same as Queue except Dequeue function blocks until there is an object to return. - Note: This class does not need to be synchronized - + + - - - Create new BlockingQueue. - - The System.Collections.ICollection to copy elements from + + - - - Create new BlockingQueue. - - The initial number of elements that the queue can contain + + - + - Create new BlockingQueue. + Sound flags for sounds attached to primitives - - - BlockingQueue Destructor (Close queue, resume any waiting thread). - + + - - - Remove all objects from the Queue. - + + - - - Remove all objects from the Queue, resume all dequeue threads. - + + - - - Removes and returns the object at the beginning of the Queue. - - Object in queue. + + - - - Removes and returns the object at the beginning of the Queue. - - 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. + Material type for a primitive - - - Gets flag indicating if queue has been closed. - + + - - - Determines the appropriate events to set, leaves the locks, and sets the events. - + + - - - 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. - + + - - For thread safety + + - - For thread safety + + - + + + + + + + - Purges expired objects from the cache. Called automatically by the purge timer. + Used in a helper function to roughly determine prim shape - + - Attribute class that allows extra attributes to be attached to ENUMs + Extra parameters for primitives, these flags are for features that have + been added after the original ObjectFlags that has all eight bits + reserved already - - Text used when presenting ENUM to user + + Whether this object has flexible parameters - - Default initializer + + Whether this object has light parameters - - Text used when presenting ENUM to user + + Whether this object is a sculpted prim - + - The different types of grid assets + - - Unknown asset type + + - - Texture asset, stores in JPEG2000 J2C stream format + + - - Sound asset + + - - Calling card for another avatar + + + + - - Link to a location in world + + - - Collection of textures and parameters that can be - worn by an avatar + + - - Primitive that can contain textures, sounds, - scripts and more + + - - Notecard asset + + - - Holds a collection of inventory items + + - - Root inventory folder + + - - Linden scripting language script + + - - LSO bytecode for a script + + - - Uncompressed TGA texture + + + + - - Collection of textures and shape parameters that can - be worn + + - - Trash folder + + - - Snapshot folder + + - - Lost and found folder + + - - Uncompressed sound + + - - Uncompressed TGA non-square image, not to be used as a - texture + + - - Compressed JPEG non-square image, not to be used as a - texture + + - - Animation + + - - Sequence of animations, sounds, chat, and pauses + + - - Simstate file + + + + - - Contains landmarks for favorites + + - - Asset is a link to another inventory item + + - - Asset is a link to another inventory folder + + - - Beginning of the range reserved for ensembles + + - - End of the range reserved for ensembles + + - - Folder containing inventory links to wearables and attachments - that are part of the current outfit + + - - Folder containing inventory items or links to - inventory items of wearables and attachments - together make a full outfit + + - - Root folder for the folders of type OutfitFolder + + + Attachment points for objects on avatar bodies + + + Both InventoryObject and InventoryAttachment types can be attached + - - Linden mesh format + + Right hand if object was not previously attached - - - Inventory Item Types, eg Script, Notecard, Folder, etc - + + Chest - - Unknown + + Skull - - Texture + + Left shoulder - - Sound + + Right shoulder - - Calling Card + + Left hand - - Landmark + + Right hand - - Notecard + + Left foot - - + + Right foot - - Folder + + Spine - - + + Pelvis - - an LSL Script + + Mouth - - + + Chin - - + + Left ear - - + + Right ear - - + + Left eyeball - - + + Right eyeball - - + + Nose - - - Item Sale Status - + + Right upper arm - - Not for sale + + Right forearm - - The original is for sale + + Left upper arm - - Copies are for sale + + Left forearm - - The contents of the object are for sale + + Right hip - - - Types of wearable assets - + + Right upper leg - - Body shape + + Right lower leg - - Skin textures and attributes + + Left hip - - Hair + + Left upper leg - - Eyes + + Left lower leg - - Shirt + + Stomach - - Pants + + Left pectoral - - Shoes + + Right pectoral - - Socks + + HUD Center position 2 - - Jacket + + HUD Top-right - - Gloves + + HUD Top - - Undershirt + + HUD Top-left - - Underpants + + HUD Center - - Skirt + + HUD Bottom-left - - Alpha mask to hide parts of the avatar + + HUD Bottom - - Tattoo + + HUD Bottom-right - - Invalid wearable asset + + + Tree foliage types + - - X value + + Pine1 tree - - Y value + + Oak tree - - Z value + + Tropical Bush1 - - W value + + Palm1 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 + + Dogwood tree - - - 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. + + Tropical Bush2 - - - Normalizes the quaternion - + + Palm2 tree - - - 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. + + Cypress1 tree - - - 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 + + Cypress2 tree - - - 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 + + Pine2 tree - - - Convert this quaternion to euler angles - - X euler angle - Y euler angle - Z euler angle + + Plumeria - - - Convert this quaternion to an angle around an axis - - Unit vector describing the axis - Angle around the axis, in radians + + Winter pinetree1 - - - Returns the conjugate (spatial inverse) of a quaternion - + + Winter Aspen tree - - - Build a quaternion from an axis and an angle of rotation around - that axis - + + Winter pinetree2 - - - Build a quaternion from an axis and an angle of rotation around - that axis - - Axis of rotation - Angle of rotation + + Eucalyptus tree - - - 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 + + Fern - - - 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 + + Eelgrass - - - Conjugates and renormalizes a vector - + + Sea Sword - - - Spherical linear interpolation between two quaternions - + + Kelp1 plant - - - 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 + + Beach grass - - A quaternion with a value of 0,0,0,1 + + Kelp2 plant - + - Provides helper methods for parallelizing loops + Grass foliage types - - - Executes a for loop in which iterations may run in parallel - - 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 - - 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 + + - - - Executes a foreach loop in which iterations may run in parallel - - Object type that the collection wraps - An enumerable collection to iterate over - Method body to run for each object in the collection + + - - - Executes a foreach loop in which iterations may run in parallel - - 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 + + - - - Executes a series of tasks in parallel - - A series of method bodies to execute + + - - - Executes a series of tasks in parallel - - The number of concurrent execution threads to run - A series of method bodies to execute + + - + - A hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information + Action associated with clicking on an object - - Parent bucket to this bucket, or null if this is a root - bucket + + Touch object - - Size of the bucket in bytes. If zero, the bucket has - infinite capacity + + Sit on object - - Rate that the bucket fills, in bytes per millisecond. If - zero, the bucket always remains full + + Purchase object or contents - - Number of tokens currently in the bucket + + Pay the object - - Time of the last drip, in system ticks + + Open task inventory - - - 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 + + Play parcel media - - - 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 + + Open parcel media - + - Remove a given number of tokens from the bucket + A two-dimensional vector with floating-point values - 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 - + + X value + + + Y value + + - 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 + Test if this vector is equal to another vector, within a given + tolerance range - True if tokens were added to the bucket, otherwise false + 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 - + - 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 + Test if this vector is composed of all finite numbers - + - Maximum burst rate in bytes per second. This is the maximum number - of tokens that can accumulate in the bucket at any one time + IComparable.CompareTo implementation - + - The speed limit of this bucket in bytes per second. This is the - number of tokens that are added to the bucket per second + Builds a vector from a byte array - Tokens are added to the bucket any time - is called, at the granularity of - the system tick interval (typically around 15-22ms) + Byte array containing two four-byte floats + Beginning position in the byte array - + - 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 + Returns the raw bytes for this vector + An eight-byte array containing X and Y - + - A thread-safe lockless queue that supports multiple readers and - multiple writers + Writes the raw bytes for this vector to a byte array + Destination byte array + Position in the destination array to start + writing. Must be at least 8 bytes before the end of the array - - Queue head - - - Queue tail - - - Queue item count - - + - Constructor + Parse a vector from a string + A string representation of a 2D vector, enclosed + in arrow brackets and separated by commas - + - Enqueue an item + Interpolates between two vectors using a cubic equation - Item to enqeue - + - Try to dequeue an item + Get a formatted string representation of the vector - 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 + A string representation of the vector - + - Provides a node container for data in a singly linked list + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only + Raw string representation of the vector - - Pointer to the next node in list + + A vector with a value of 0,0 - - The data contained by the node + + A vector with a value of 1,1 - - - Constructor - + + A vector with a value of 1,0 - - - Constructor - + + A vector with a value of 0,1 -- cgit v1.1