From 1a57c658107c4a0a079f74e3efe1cdd44c36d06d Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Wed, 13 Oct 2010 20:26:46 -0400 Subject: * Normalizing endlines so git stops complaining about them being inconsistent. * People will hate me for updating OpenSimDefaults.. but meh. Gotta be done or git is unhappy. --- bin/OpenMetaverseTypes.XML | 5192 ++++++++++++++++++++++---------------------- 1 file changed, 2596 insertions(+), 2596 deletions(-) (limited to 'bin/OpenMetaverseTypes.XML') diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index 137b39b..2b428ef 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -1,2596 +1,2596 @@ - - - - OpenMetaverseTypes - - - - 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 - - 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 - - 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 - - - - A three-dimensional vector with floating-point values - - - - X value - - - Y value - - - Z value - - - - Constructor, builds a vector from a byte array - - Byte array containing three 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 12 byte vector - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - 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 - - - - Parse a vector from a string - - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas - - - - Calculate the rotation between two vectors - - Normalized directional vector (such as 1,0,0 for forward facing) - Normalized target vector - - - - Interpolates between two vectors using a cubic equation - - - - - Get a formatted string representation of the vector - - 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 - - - - Cross product between two vectors - - - - 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 - - - - Attribute class that allows extra attributes to be attached to ENUMs - - - - Text used when presenting ENUM to user - - - Default initializer - - - Text used when presenting ENUM to user - - - - 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 - - - - - - - Inventory Item Types, eg Script, Notecard, Folder, etc - - - - Unknown - - - Texture - - - Sound - - - Calling Card - - - Landmark - - - Notecard - - - - - - Folder - - - - - - an LSL Script - - - - - - - - - - - - - - - - - - - Item Sale Status - - - - Not for sale - - - The original is for sale - - - Copies are for sale - - - The contents of the object are for sale - - - - Types of wearable assets - - - - 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 - - - - A two-dimensional vector with floating-point values - - - - X value - - - Y value - - - - 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 - - - - Test if this vector is composed of all finite numbers - - - - - IComparable.CompareTo implementation - - - - - Builds a vector from a byte array - - Byte array containing two four-byte floats - Beginning position in the byte array - - - - Returns the raw bytes for this vector - - An eight-byte array containing X and Y - - - - 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 - - - - Parse a vector from a string - - A string representation of a 2D vector, enclosed - in arrow brackets and separated by commas - - - - Interpolates between two vectors using a cubic equation - - - - - Get a formatted string representation of the vector - - 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 - - - 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 - - - - 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 - - 64-bit unsigned integer to convert to a UUID - - - - Copy constructor - - UUID to copy - - - - IComparable.CompareTo implementation - - - - - 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 - - - - Returns a copy of the raw bytes for this UUID - - A 16 byte array containing this UUID - - - - 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 - - - - 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 - - - - 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 - - - X value - - - Y value - - - Z value - - - W value - - - - 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. - - - - 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 - - - - - 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 - - - - - 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 - - - - A thread-safe lockless queue that supports multiple readers and - multiple writers - - - - Queue head - - - Queue tail - - - Queue item count - - - - Constructor - - - - - Enqueue an item - - Item to enqeue - - - - Try to dequeue an item - - 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 - - - - 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 - - - - - Constructor - - - - 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 - - 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 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 - - - - 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 - - - - 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 - - - - 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 - - - - 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 - - - - Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) - - Character to test - true if hex digit, false if not - - - - Converts 1 or 2 character string into equivalant byte value - - 1 or 2 character string - byte - - - - 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 - - - - 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 - - - - 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 - - - - 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 - - - - 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 - - - - 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 - - - - 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 - - - - Takes an AssetType and returns the string representation - - The source - The string version of the AssetType - - - - 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 - - - - Convert an InventoryType to a string - - The to convert - A string representation of the source - - - - Convert a string into a valid InventoryType - - A string representation of the InventoryType to convert - A InventoryType object which matched the type - - - - Convert a SaleType to a string - - The to convert - A string representation of the source - - - - Convert a string into a valid SaleType - - A string representation of the SaleType to convert - A SaleType object which matched the type - - - - Converts a string used in LLSD to AttachmentPoint type - - String representation of AttachmentPoint to convert - AttachmentPoint enum - - - - Copy a byte array - - Byte array to copy - A copy of the given byte array - - - - 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 - - - - 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 - - - - Convert an IP address object to an unsigned 32-bit integer - - IP address to convert - 32-bit unsigned integer holding the IP address bits - - - - Gets a unix timestamp for the current time - - An unsigned integer representing a unix timestamp for now - - - - 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 - - - - 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 - - - - 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 - - - - Swap two values - - Type of the values to swap - First value - Second value - - - - 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 - - - - 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 - - - - Attempts to convert a string representation of a hostname or IP - address to a - - 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 - - - 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 - - - - Calculate the SHA1 hash of a given string - - The string to hash - The SHA1 hash as a string - - - - Compute the SHA256 hash for a byte array - - Byte array to compute the hash for - SHA256 hash of the input data - - - - Calculate the SHA256 hash of a given string - - The string to hash - The SHA256 hash as a string - - - - Calculate the MD5 hash of a given string - - The password to hash - An MD5 hash in string format, with $1$ prepended - - - - Calculate the MD5 hash of a given string - - The string to hash - The MD5 hash as a string - - - - Generate a random double precision floating point value - - Random value of type double - - - - Get the current running platform - - Enumeration of the current platform we are running on - - - - Get the current running runtime - - Enumeration of the current runtime we are running on - - - - Operating system - - - - Unknown - - - Microsoft Windows - - - Microsoft Windows CE - - - Linux - - - Apple OSX - - - - Runtime platform - - - - .NET runtime - - - Mono runtime: http://www.mono-project.com/ - - - - Copy constructor - - Circular queue to copy - - - - 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. - - - - - 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 - - - - 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 - - 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 - - - - Copy constructor - - Color to copy - - - - IComparable.CompareTo implementation - - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent - - - - 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 - - - - 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 - - - - 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) - - - - 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. - - - - - A three-dimensional vector with doubleing-point values - - - - X value - - - Y value - - - Z value - - - - Constructor, builds a vector from a byte array - - 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 - - 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 24 byte vector - Beginning position in the byte array - - - - 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 - - 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 - - - - Interpolates between two vectors using a cubic equation - - - - - Get a formatted string representation of the vector - - 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 - - - - Cross product between two vectors - - - - 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 hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information - - - - 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 - - - - 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 - - - - 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 - - - - 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 - - - - - 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 - - - - For thread safety - - - For thread safety - - - - Purges expired objects from the cache. Called automatically by the purge timer. - - - - - 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 - - - - Identifier code for primitive types - - - - None - - - A Primitive - - - A Avatar - - - Linden grass - - - Linden tree - - - A primitive that acts as the source for a particle stream - - - A Linden tree - - - - Primary parameters for primitives such as Physics Enabled or Phantom - - - - 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. - - - Server flag, will not be sent to client. Specifies that - the object is hovering/flying - - - - - - - - - - - - - - - - Sound flags for sounds attached to primitives - - - - - - - - - - - - - - - - - - - - - - - - - - Material type for a primitive - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Used in a helper function to roughly determine prim shape - - - - - Extra parameters for primitives, these flags are for features that have - been added after the original ObjectFlags that has all eight bits - reserved already - - - - Whether this object has flexible parameters - - - Whether this object has light parameters - - - Whether this object is a sculpted prim - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Attachment points for objects on avatar bodies - - - Both InventoryObject and InventoryAttachment types can be attached - - - - Right hand if object was not previously attached - - - Chest - - - Skull - - - Left shoulder - - - Right shoulder - - - Left hand - - - Right hand - - - Left foot - - - Right foot - - - Spine - - - Pelvis - - - Mouth - - - Chin - - - Left ear - - - Right ear - - - Left eyeball - - - Right eyeball - - - Nose - - - Right upper arm - - - Right forearm - - - Left upper arm - - - Left forearm - - - Right hip - - - Right upper leg - - - Right lower leg - - - Left hip - - - Left upper leg - - - Left lower leg - - - Stomach - - - Left pectoral - - - Right pectoral - - - HUD Center position 2 - - - HUD Top-right - - - HUD Top - - - HUD Top-left - - - HUD Center - - - HUD Bottom-left - - - HUD Bottom - - - HUD Bottom-right - - - - Tree foliage types - - - - Pine1 tree - - - Oak tree - - - Tropical Bush1 - - - Palm1 tree - - - Dogwood tree - - - Tropical Bush2 - - - Palm2 tree - - - Cypress1 tree - - - Cypress2 tree - - - Pine2 tree - - - Plumeria - - - Winter pinetree1 - - - Winter Aspen tree - - - Winter pinetree2 - - - Eucalyptus tree - - - Fern - - - Eelgrass - - - Sea Sword - - - Kelp1 plant - - - Beach grass - - - Kelp2 plant - - - - Grass foliage types - - - - - - - - - - - - - - - - - - - - - - - Action associated with clicking on an object - - - - Touch object - - - Sit on object - - - Purchase object or contents - - - Pay the object - - - Open task inventory - - - Play parcel media - - - Open parcel media - - - + + + + OpenMetaverseTypes + + + + 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 + + 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 + + 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 + + + + A three-dimensional vector with floating-point values + + + + X value + + + Y value + + + Z value + + + + Constructor, builds a vector from a byte array + + Byte array containing three 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 12 byte vector + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + 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 + + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas + + + + Calculate the rotation between two vectors + + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector + + + + Interpolates between two vectors using a cubic equation + + + + + Get a formatted string representation of the vector + + 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 + + + + Cross product between two vectors + + + + 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 + + + + Attribute class that allows extra attributes to be attached to ENUMs + + + + Text used when presenting ENUM to user + + + Default initializer + + + Text used when presenting ENUM to user + + + + 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 + + + + + + + Inventory Item Types, eg Script, Notecard, Folder, etc + + + + Unknown + + + Texture + + + Sound + + + Calling Card + + + Landmark + + + Notecard + + + + + + Folder + + + + + + an LSL Script + + + + + + + + + + + + + + + + + + + Item Sale Status + + + + Not for sale + + + The original is for sale + + + Copies are for sale + + + The contents of the object are for sale + + + + Types of wearable assets + + + + 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 + + + + A two-dimensional vector with floating-point values + + + + X value + + + Y value + + + + 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 + + + + Test if this vector is composed of all finite numbers + + + + + IComparable.CompareTo implementation + + + + + Builds a vector from a byte array + + Byte array containing two four-byte floats + Beginning position in the byte array + + + + Returns the raw bytes for this vector + + An eight-byte array containing X and Y + + + + 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 + + + + Parse a vector from a string + + A string representation of a 2D vector, enclosed + in arrow brackets and separated by commas + + + + Interpolates between two vectors using a cubic equation + + + + + Get a formatted string representation of the vector + + 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 + + + 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 + + + + 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 + + 64-bit unsigned integer to convert to a UUID + + + + Copy constructor + + UUID to copy + + + + IComparable.CompareTo implementation + + + + + 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 + + + + Returns a copy of the raw bytes for this UUID + + A 16 byte array containing this UUID + + + + 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 + + + + 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 + + + + 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 + + + X value + + + Y value + + + Z value + + + W value + + + + 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. + + + + 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 + + + + + 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 + + + + + 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 + + + + A thread-safe lockless queue that supports multiple readers and + multiple writers + + + + Queue head + + + Queue tail + + + Queue item count + + + + Constructor + + + + + Enqueue an item + + Item to enqeue + + + + Try to dequeue an item + + 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 + + + + 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 + + + + + Constructor + + + + 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 + + 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 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 + + + + 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 + + + + 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 + + + + 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 + + + + 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 + + + + Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + + Character to test + true if hex digit, false if not + + + + Converts 1 or 2 character string into equivalant byte value + + 1 or 2 character string + byte + + + + 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 + + + + 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 + + + + 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 + + + + 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 + + + + 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 + + + + 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 + + + + 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 + + + + Takes an AssetType and returns the string representation + + The source + The string version of the AssetType + + + + 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 + + + + Convert an InventoryType to a string + + The to convert + A string representation of the source + + + + Convert a string into a valid InventoryType + + A string representation of the InventoryType to convert + A InventoryType object which matched the type + + + + Convert a SaleType to a string + + The to convert + A string representation of the source + + + + Convert a string into a valid SaleType + + A string representation of the SaleType to convert + A SaleType object which matched the type + + + + Converts a string used in LLSD to AttachmentPoint type + + String representation of AttachmentPoint to convert + AttachmentPoint enum + + + + Copy a byte array + + Byte array to copy + A copy of the given byte array + + + + 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 + + + + 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 + + + + Convert an IP address object to an unsigned 32-bit integer + + IP address to convert + 32-bit unsigned integer holding the IP address bits + + + + Gets a unix timestamp for the current time + + An unsigned integer representing a unix timestamp for now + + + + 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 + + + + 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 + + + + 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 + + + + Swap two values + + Type of the values to swap + First value + Second value + + + + 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 + + + + 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 + + + + Attempts to convert a string representation of a hostname or IP + address to a + + 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 + + + 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 + + + + Calculate the SHA1 hash of a given string + + The string to hash + The SHA1 hash as a string + + + + Compute the SHA256 hash for a byte array + + Byte array to compute the hash for + SHA256 hash of the input data + + + + Calculate the SHA256 hash of a given string + + The string to hash + The SHA256 hash as a string + + + + Calculate the MD5 hash of a given string + + The password to hash + An MD5 hash in string format, with $1$ prepended + + + + Calculate the MD5 hash of a given string + + The string to hash + The MD5 hash as a string + + + + Generate a random double precision floating point value + + Random value of type double + + + + Get the current running platform + + Enumeration of the current platform we are running on + + + + Get the current running runtime + + Enumeration of the current runtime we are running on + + + + Operating system + + + + Unknown + + + Microsoft Windows + + + Microsoft Windows CE + + + Linux + + + Apple OSX + + + + Runtime platform + + + + .NET runtime + + + Mono runtime: http://www.mono-project.com/ + + + + Copy constructor + + Circular queue to copy + + + + 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. + + + + + 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 + + + + 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 + + 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 + + + + Copy constructor + + Color to copy + + + + IComparable.CompareTo implementation + + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent + + + + 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 + + + + 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 + + + + 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) + + + + 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. + + + + + A three-dimensional vector with doubleing-point values + + + + X value + + + Y value + + + Z value + + + + Constructor, builds a vector from a byte array + + 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 + + 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 24 byte vector + Beginning position in the byte array + + + + 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 + + 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 + + + + Interpolates between two vectors using a cubic equation + + + + + Get a formatted string representation of the vector + + 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 + + + + Cross product between two vectors + + + + 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 hierarchical token bucket for bandwidth throttling. See + http://en.wikipedia.org/wiki/Token_bucket for more information + + + + 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 + + + + 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 + + + + 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 + + + + 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 + + + + + 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 + + + + For thread safety + + + For thread safety + + + + Purges expired objects from the cache. Called automatically by the purge timer. + + + + + 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 + + + + Identifier code for primitive types + + + + None + + + A Primitive + + + A Avatar + + + Linden grass + + + Linden tree + + + A primitive that acts as the source for a particle stream + + + A Linden tree + + + + Primary parameters for primitives such as Physics Enabled or Phantom + + + + 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. + + + Server flag, will not be sent to client. Specifies that + the object is hovering/flying + + + + + + + + + + + + + + + + Sound flags for sounds attached to primitives + + + + + + + + + + + + + + + + + + + + + + + + + + Material type for a primitive + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Used in a helper function to roughly determine prim shape + + + + + Extra parameters for primitives, these flags are for features that have + been added after the original ObjectFlags that has all eight bits + reserved already + + + + Whether this object has flexible parameters + + + Whether this object has light parameters + + + Whether this object is a sculpted prim + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Attachment points for objects on avatar bodies + + + Both InventoryObject and InventoryAttachment types can be attached + + + + Right hand if object was not previously attached + + + Chest + + + Skull + + + Left shoulder + + + Right shoulder + + + Left hand + + + Right hand + + + Left foot + + + Right foot + + + Spine + + + Pelvis + + + Mouth + + + Chin + + + Left ear + + + Right ear + + + Left eyeball + + + Right eyeball + + + Nose + + + Right upper arm + + + Right forearm + + + Left upper arm + + + Left forearm + + + Right hip + + + Right upper leg + + + Right lower leg + + + Left hip + + + Left upper leg + + + Left lower leg + + + Stomach + + + Left pectoral + + + Right pectoral + + + HUD Center position 2 + + + HUD Top-right + + + HUD Top + + + HUD Top-left + + + HUD Center + + + HUD Bottom-left + + + HUD Bottom + + + HUD Bottom-right + + + + Tree foliage types + + + + Pine1 tree + + + Oak tree + + + Tropical Bush1 + + + Palm1 tree + + + Dogwood tree + + + Tropical Bush2 + + + Palm2 tree + + + Cypress1 tree + + + Cypress2 tree + + + Pine2 tree + + + Plumeria + + + Winter pinetree1 + + + Winter Aspen tree + + + Winter pinetree2 + + + Eucalyptus tree + + + Fern + + + Eelgrass + + + Sea Sword + + + Kelp1 plant + + + Beach grass + + + Kelp2 plant + + + + Grass foliage types + + + + + + + + + + + + + + + + + + + + + + + Action associated with clicking on an object + + + + Touch object + + + Sit on object + + + Purchase object or contents + + + Pay the object + + + Open task inventory + + + Play parcel media + + + Open parcel media + + + -- cgit v1.1 From 69dbfe2a691c8cdd05696c48f503a9ab7491a5f5 Mon Sep 17 00:00:00 2001 From: Latif Khalifa Date: Thu, 14 Oct 2010 15:43:42 +0200 Subject: Updated to libomv-opensim r3449 --- bin/OpenMetaverseTypes.XML | 3582 ++++++++++++++++++++++---------------------- 1 file changed, 1794 insertions(+), 1788 deletions(-) (limited to 'bin/OpenMetaverseTypes.XML') diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index 2b428ef..c61d91a 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -4,462 +4,577 @@ OpenMetaverseTypes - - X value + + + A 128-bit Universally Unique Identifier, used throughout the Second + Life networking protocol + - - Y value + + The System.Guid object this struct wraps around - - Z 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") - - W value + + + Constructor that takes a System.Guid object + + A Guid object that contains the unique identifier + to be represented by this UUID - + - Constructor, builds a vector from a byte array + Constructor that takes a byte array containing a UUID - Byte array containing four four-byte floats - Beginning position in the byte array + Byte array containing a 16 byte UUID + Beginning offset in the array - + - Test if this vector is equal to another vector, within a given - tolerance range + Constructor that takes an unsigned 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 + 64-bit unsigned integer to convert to a UUID - + - IComparable.CompareTo implementation + Copy constructor + UUID to copy - + - Test if this vector is composed of all finite numbers + IComparable.CompareTo implementation - + - Builds a vector from a byte array + Assigns this UUID from 16 bytes out of a byte array - Byte array containing a 16 byte vector - Beginning position in the byte array + Byte array containing the UUID to assign this UUID to + Starting position of the UUID in the byte array - + - Returns the raw bytes for this vector + Returns a copy of the raw bytes for this UUID - A 16 byte array containing X, Y, Z, and W + A 16 byte array containing this UUID - + - Writes the raw bytes for this vector to a byte array + 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 - + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Calculate an LLCRC (cyclic redundancy check) for this UUID - 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 + The CRC checksum for this UUID - - A vector with a value of 0,0,1,0 + + + Create a 64-bit integer representation from the second half of this UUID + + An integer created from the last eight bytes of this UUID - - A vector with a value of 0,0,0,1 + + + 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") - + - A three-dimensional vector with floating-point values + 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) - - X value + + + 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 - - Y value + + + + + - - Z value + + + Return a hash code for this UUID, used by .NET for hash tables + + An integer composed of all the UUID bytes XORed together - + - Constructor, builds a vector from a byte array + Comparison function - Byte array containing three four-byte floats - Beginning position in the byte array + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal - + - Test if this vector is equal to another vector, within a given - tolerance range + Comparison function - 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 + UUID to compare to + True if the UUIDs are equal, otherwise false - + - IComparable.CompareTo implementation + Get a hyphenated string representation of this UUID + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 - + - Test if this vector is composed of all finite numbers + Equals operator + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false - + - Builds a vector from a byte array + Not equals operator - Byte array containing a 12 byte vector - Beginning position in the byte array + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true - + - Returns the raw bytes for this vector + XOR operator - A 12 byte array containing X, Y, and Z + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs - + - Writes the raw bytes for this vector to a byte array + String typecasting operator - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array + 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 + + - Parse a vector from a string + Convert this matrix to euler rotations - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas + X euler angle + Y euler angle + Z euler angle - + - Calculate the rotation between two vectors + Convert this matrix to a quaternion rotation - Normalized directional vector (such as 1,0,0 for forward facing) - Normalized target vector + A quaternion representation of this rotation matrix - + - Interpolates between two vectors using a cubic equation + 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 - - - 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 + + A 4x4 matrix containing all zeroes - + + A 4x4 identity matrix + + - Cross product between two vectors + An 8-bit color structure including an alpha channel - - A vector with a value of 0,0,0 + + Red - - A vector with a value of 1,1,1 - - - A unit vector facing forward (X axis), value 1,0,0 + + Green - - A unit vector facing left (Y axis), value 0,1,0 + + Blue - - A unit vector facing up (Z axis), value 0,0,1 + + Alpha - + - Attribute class that allows extra attributes to be attached to ENUMs + + + + + - - Text used when presenting ENUM to user + + + 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 - - Default initializer + + + 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 - - Text used when presenting ENUM to user + + + Copy constructor + + Color to copy - + - The different types of grid assets + IComparable.CompareTo implementation + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent - - Unknown asset type + + + 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 - - Texture asset, stores in JPEG2000 J2C stream format + + + 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 - - Sound asset + + + 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) - - Calling card for another avatar + + + 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 - - Link to a location in world + + + Ensures that values are in range 0-1 + - - Collection of textures and parameters that can be - worn by an avatar + + + Create an RGB color from a hue, saturation, value combination + + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) - - Primitive that can contain textures, sounds, - scripts and more + + + Performs linear interpolation between two colors + + Color to start at + Color to end at + Amount to interpolate + The interpolated color - - Notecard asset + + A Color4 with zero RGB values and fully opaque (alpha 1.0) - - Holds a collection of inventory items + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - - Root inventory folder + + + Copy constructor + + Circular queue to copy - - Linden scripting language script + + X value - - LSO bytecode for a script + + Y value - - Uncompressed TGA texture + + Z value - - Collection of textures and shape parameters that can - be worn + + W value - - Trash folder + + + Constructor, builds a vector from a byte array + + Byte array containing four four-byte floats + Beginning position in the byte array - - Snapshot folder + + + 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 - - Lost and found folder + + + IComparable.CompareTo implementation + - - Uncompressed sound + + + Test if this vector is composed of all finite numbers + - - Uncompressed TGA non-square image, not to be used as a - texture + + + Builds a vector from a byte array + + Byte array containing a 16 byte vector + Beginning position in the byte array - - Compressed JPEG non-square image, not to be used as a - texture + + + Returns the raw bytes for this vector + + A 16 byte array containing X, Y, Z, and W - - Animation + + + 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 - - Sequence of animations, sounds, chat, and pauses + + + 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 - - Simstate file + + A vector with a value of 0,0,0,0 - - Contains landmarks for favorites + + A vector with a value of 1,1,1,1 - - Asset is a link to another inventory item + + A vector with a value of 1,0,0,0 - - Asset is a link to another inventory folder + + A vector with a value of 0,1,0,0 - - Beginning of the range reserved for ensembles + + A vector with a value of 0,0,1,0 - - End of the range reserved for ensembles + + A vector with a value of 0,0,0,1 - - 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 - - - - - + - Inventory Item Types, eg Script, Notecard, Folder, etc + A three-dimensional vector with doubleing-point values - - Unknown - - - Texture - - - Sound - - - Calling Card - - - Landmark - - - Notecard - - - - - - Folder - - - - - - an LSL Script - - - - - - - - - + + X value - - + + Y value - - + + Z value - + - Item Sale Status + Constructor, builds a vector from a byte array + Byte array containing three eight-byte doubles + Beginning position in the byte array - - Not for sale - - - The original is for sale - - - Copies are for sale - - - The contents of the object are for sale - - + - Types of wearable assets + 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 - - Body shape - - - Skin textures and attributes + + + IComparable.CompareTo implementation + - - Hair + + + Test if this vector is composed of all finite numbers + - - Eyes + + + Builds a vector from a byte array + + Byte array containing a 24 byte vector + Beginning position in the byte array - - Shirt + + + Returns the raw bytes for this vector + + A 24 byte array containing X, Y, and Z - - Pants + + + 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 24 bytes before the end of the array - - Shoes + + + Parse a vector from a string + + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - - Socks + + + Interpolates between two vectors using a cubic equation + - - Jacket + + + Get a formatted string representation of the vector + + A string representation of the vector - - Gloves + + + 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 - - Undershirt + + + Cross product between two vectors + - - Underpants + + A vector with a value of 0,0,0 - - Skirt + + A vector with a value of 1,1,1 - - Alpha mask to hide parts of the avatar + + A unit vector facing forward (X axis), value of 1,0,0 - - Tattoo + + A unit vector facing left (Y axis), value of 0,1,0 - - Invalid wearable asset + + A unit vector facing up (Z axis), value of 0,0,1 - + - A two-dimensional vector with floating-point values + A three-dimensional vector with floating-point values - + X value - + Y value - + + Z value + + + + Constructor, builds a vector from a byte array + + Byte array containing three four-byte floats + Beginning position in the byte array + + Test if this vector is equal to another vector, within a given tolerance range @@ -470,2127 +585,2018 @@ True if the magnitude of difference between the two vectors is less than the given tolerance, otherwise false - + - Test if this vector is composed of all finite numbers + IComparable.CompareTo implementation - + - IComparable.CompareTo implementation + Test if this vector is composed of all finite numbers - + Builds a vector from a byte array - Byte array containing two four-byte floats + Byte array containing a 12 byte vector Beginning position in the byte array - + Returns the raw bytes for this vector - An eight-byte array containing X and Y + 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 8 bytes before the end of the array + writing. Must be at least 12 bytes before the end of the array - + Parse a vector from a string - A string representation of a 2D vector, enclosed + A string representation of a 3D vector, enclosed in arrow brackets and separated by commas - + + + Calculate the rotation between two vectors + + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector + + Interpolates between two vectors using a cubic equation - + Get a formatted string representation of the vector 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 - - A vector with a value of 0,0 + + + Cross product between two vectors + - - A vector with a value of 1,1 + + A vector with a value of 0,0,0 - - A vector with a value of 1,0 + + A vector with a value of 1,1,1 - - A vector with a value of 0,1 + + A unit vector facing forward (X axis), value 1,0,0 - - - A 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol - + + A unit vector facing left (Y axis), value 0,1,0 - - The System.Guid object this struct wraps around + + A unit vector facing up (Z axis), value 0,0,1 - + + Used for converting degrees to radians + + + Used for converting radians to degrees + + - Constructor that takes a string UUID representation + Convert the first two bytes starting in the byte array in + little endian ordering to a signed short integer - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID("11f8aa9c-b071-4242-836b-13b7abe0d489") + An array two bytes or longer + A signed short integer, will be zero if a short can't be + read at the given position - + - Constructor that takes a System.Guid object + Convert the first two bytes starting at the given position in + little endian ordering to a signed short integer - A Guid object that contains the unique identifier - to be represented by 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 - + - Constructor that takes a byte array containing a UUID + Convert the first four bytes starting at the given position in + little endian ordering to a signed integer - Byte array containing a 16 byte UUID - Beginning offset in the 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 - + - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID + Convert the first four bytes of the given array in little endian + ordering to a signed integer - 64-bit unsigned integer to convert to a UUID + An array four bytes or longer + A signed integer, will be zero if the array contains + less than four bytes - + - Copy constructor + Convert the first eight bytes of the given array in little endian + ordering to a signed long integer - UUID to copy + An array eight bytes or longer + A signed long integer, will be zero if the array contains + less than eight bytes - + - IComparable.CompareTo implementation + 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 - + - Assigns this UUID from 16 bytes out of a byte array + Convert the first two bytes starting at the given position in + little endian ordering to an unsigned short - Byte array containing the UUID to assign this UUID to - Starting position of the UUID in the byte array + 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 - + - Returns a copy of the raw bytes for this UUID + Convert two bytes in little endian ordering to an unsigned short - A 16 byte array containing this UUID + Byte array containing the ushort + An unsigned short, will be zero if a ushort can't be + read - + - Writes the raw bytes for this UUID to a byte array + Convert the first four bytes starting at the given position in + little endian ordering to an unsigned integer - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + 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 - + - Calculate an LLCRC (cyclic redundancy check) for this UUID + Convert the first four bytes of the given array in little endian + ordering to an unsigned integer - The CRC checksum for this UUID + An array four bytes or longer + An unsigned integer, will be zero if the array contains + less than four bytes - + - Create a 64-bit integer representation from the second half of this UUID + Convert the first eight bytes of the given array in little endian + ordering to an unsigned 64-bit integer - An integer created from the last eight bytes of this UUID + An array eight bytes or longer + An unsigned 64-bit integer, will be zero if the array + contains less than eight bytes - + - Generate a UUID from a string + Convert four bytes in little endian ordering to a floating point + value - A string representation of a UUID, case - insensitive and can either be hyphenated or non-hyphenated - UUID.Parse("11f8aa9c-b071-4242-836b-13b7abe0d489") + Byte array containing a little ending floating + point value + Starting position of the floating point value in + the byte array + Single precision value - + - Generate a UUID from a string + Convert an integer to a byte array in little endian format - 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) + The integer to convert + A four byte little endian array - + - Combine two UUIDs together by taking the MD5 hash of a byte array - containing both UUIDs + Convert an integer to a byte array in big endian format - First UUID to combine - Second UUID to combine - The UUID product of the combination + 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 - + - Return a hash code for this UUID, used by .NET for hash tables + Convert a 64-bit unsigned integer to a byte array in little endian + format - An integer composed of all the UUID bytes XORed together + The value to convert + An 8 byte little endian array - + - Comparison function + Convert a floating point value to four bytes in little endian + ordering - An object to compare to this UUID - True if the object is a UUID and both UUIDs are equal + A floating point value + A four byte array containing the value in little endian + ordering - + - Comparison function + Converts an unsigned integer to a hexadecimal string - UUID to compare to - True if the UUIDs are equal, otherwise false + An unsigned integer to convert to a string + A hexadecimal string 10 characters long + 0x7fffffff - + - Get a hyphenated string representation of this UUID + Convert a variable length UTF8 byte array to a string - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 + The UTF8 encoded byte array to convert + The decoded string - + - Equals operator + Converts a byte array to a string containing hexadecimal characters - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false + 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 - + - Not equals operator + Converts a byte array to a string containing hexadecimal characters - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true + 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 - + - XOR operator + Convert a string to a UTF8 encoded byte array - First UUID - Second UUID - A UUID that is a XOR combination of the two input UUIDs + The string to convert + A null-terminated UTF8 byte array - + - String typecasting operator + Converts a string containing hexadecimal characters to a byte array - 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 - - - X value - - - Y value - - - Z value - - - W value + String containing hexadecimal characters + If true, gracefully handles null, empty and + uneven strings as well as stripping unconvertable characters + The converted byte array - + - Build a quaternion from normalized float values + Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) - X value from -1.0 to 1.0 - Y value from -1.0 to 1.0 - Z value from -1.0 to 1.0 + Character to test + true if hex digit, false if not - + - Constructor, builds a quaternion object from a byte array + Converts 1 or 2 character string into equivalant byte value - 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. + 1 or 2 character string + byte - + - Normalizes the quaternion + 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 - + - Builds a quaternion object from a byte array + Convert a byte to a float value given a minimum and maximum range - 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. + 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 - + - Normalize this quaternion and serialize it to a byte array + Convert a byte to a float value given a minimum and maximum range - A 12 byte array containing normalized X, Y, and Z floating - point values in order using little endian byte ordering + Byte to convert to a float value + Minimum value range + Maximum value range + A float value inclusively between lower and upper - + - Writes the raw bytes for this quaternion to a byte array + Attempts to parse a floating point value from a string, using an + EN-US number format - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array + String to parse + Resulting floating point number + True if the parse was successful, otherwise false - + - Convert this quaternion to euler angles + Attempts to parse a floating point value from a string, using an + EN-US number format - X euler angle - Y euler angle - Z euler angle + String to parse + Resulting floating point number + True if the parse was successful, otherwise false - + - Convert this quaternion to an angle around an axis + Tries to parse an unsigned 32-bit integer from a hexadecimal string - Unit vector describing the axis - Angle around the axis, in radians + String to parse + Resulting integer + True if the parse was successful, otherwise false - + - Returns the conjugate (spatial inverse) of a quaternion + 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 - + - Build a quaternion from an axis and an angle of rotation around - that axis + Takes an AssetType and returns the string representation + The source + The string version of the AssetType - + - Build a quaternion from an axis and an angle of rotation around - that axis + Translate a string name of an AssetType into the proper Type - Axis of rotation - Angle of rotation + A string containing the AssetType name + The AssetType which matches the string name, or AssetType.Unknown if no match was found - + - Creates a quaternion from a vector containing roll, pitch, and yaw - in radians + Convert an InventoryType to a string - Vector representation of the euler angles in - radians - Quaternion representation of the euler angles + The to convert + A string representation of the source - + - Creates a quaternion from roll, pitch, and yaw euler angles in - radians + Convert a string into a valid InventoryType - X angle in radians - Y angle in radians - Z angle in radians - Quaternion representation of the euler angles + A string representation of the InventoryType to convert + A InventoryType object which matched the type - + - Conjugates and renormalizes a vector + Convert a SaleType to a string + The to convert + A string representation of the source - + - Spherical linear interpolation between two quaternions + Convert a string into a valid SaleType + A string representation of the SaleType to convert + A SaleType object which matched the type - + - Get a string representation of the quaternion elements with up to three - decimal digits and separated by spaces only + Converts a string used in LLSD to AttachmentPoint type - Raw string representation of the quaternion - - - A quaternion with a value of 0,0,0,1 + String representation of AttachmentPoint to convert + AttachmentPoint enum - + - A thread-safe lockless queue that supports multiple readers and - multiple writers + Copy a byte array + Byte array to copy + A copy of the given byte array - - Queue head - - - Queue tail - - - Queue item count - - + - Constructor + 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 - + - Enqueue an item + Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer - Item to enqeue + The 64-bit input integer + The left-hand (or X) output value + The right-hand (or Y) output value - + - Try to dequeue an item + Convert an IP address object to an unsigned 32-bit integer - 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 + IP address to convert + 32-bit unsigned integer holding the IP address bits - + - Provides a node container for data in a singly linked list + Gets a unix timestamp for the current time + An unsigned integer representing a unix timestamp for now - - Pointer to the next node in list - - - The data contained by the node - - + - Constructor + 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 - + - Constructor + 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 - - 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 + Convert a native DateTime object to a UNIX timestamp - 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 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 + A DateTime object you want to convert to a + timestamp + An unsigned integer representing a UNIX timestamp - + - Convert the first four bytes starting at the given position in - little endian ordering to a signed integer + Swap two values - 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 + Type of the values to swap + First value + Second value - + - Convert the first four bytes of the given array in little endian - ordering to a signed integer + Try to parse an enumeration value from a string - An array four bytes or longer - A signed integer, will be zero if the array contains - less than four bytes + Enumeration type + String value to parse + Enumeration value on success + True if the parsing succeeded, otherwise false - + - Convert the first eight bytes of the given array in little endian - ordering to a signed long integer + Swaps the high and low words in a byte. Converts aaaabbbb to bbbbaaaa - An array eight bytes or longer - A signed long integer, will be zero if the array contains - less than eight bytes + Byte to swap the words in + Byte value with the words swapped - + - Convert the first eight bytes starting at the given position in - little endian ordering to a signed long integer + Attempts to convert a string representation of a hostname or IP + address to a - 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 + Hostname to convert to an IPAddress + Converted IP address object, or null if the conversion + failed - - - 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 + + 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 + + - Convert two bytes in little endian ordering to an unsigned short + Clamp a given value between a range - Byte array containing the ushort - An unsigned short, will be zero if a ushort can't be - read + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Convert the first four bytes starting at the given position in - little endian ordering to an unsigned integer + Clamp a given value between a range - 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 + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Convert the first four bytes of the given array in little endian - ordering to an unsigned integer + Clamp a given value between a range - An array four bytes or longer - An unsigned integer, will be zero if the array contains - less than four bytes + Value to clamp + Minimum allowable value + Maximum allowable value + A value inclusively between lower and upper - + - Convert the first eight bytes of the given array in little endian - ordering to an unsigned 64-bit integer + Round a floating-point value to the nearest integer - An array eight bytes or longer - An unsigned 64-bit integer, will be zero if the array - contains less than eight bytes + Floating point number to round + Integer - + - Convert four bytes in little endian ordering to a floating point - value + Test if a single precision float is a finite number - 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 + Test if a double precision float is a finite number - The integer to convert - A four byte little endian array - + - Convert an integer to a byte array in big endian format + Get the distance between two floating-point values - The integer to convert - A four byte big endian array + First value + Second value + The distance between the two values - + - Convert a 64-bit integer to a byte array in little endian format + Compute the MD5 hash for a byte array - The value to convert - An 8 byte little endian array + Byte array to compute the hash for + MD5 hash of the input data - + - Convert a 64-bit unsigned integer to a byte array in little endian - format + Compute the SHA1 hash for a byte array - The value to convert - An 8 byte little endian array + Byte array to compute the hash for + SHA1 hash of the input data - + - Convert a floating point value to four bytes in little endian - ordering + Calculate the SHA1 hash of a given string - A floating point value - A four byte array containing the value in little endian - ordering + The string to hash + The SHA1 hash as a string - + - Converts an unsigned integer to a hexadecimal string + Compute the SHA256 hash for a byte array - An unsigned integer to convert to a string - A hexadecimal string 10 characters long - 0x7fffffff + Byte array to compute the hash for + SHA256 hash of the input data - + - Convert a variable length UTF8 byte array to a string + Calculate the SHA256 hash of a given string - The UTF8 encoded byte array to convert - The decoded string + The string to hash + The SHA256 hash as a string - + - Converts a byte array to a string containing hexadecimal characters + Calculate the MD5 hash of a given string - 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 + The password to hash + An MD5 hash in string format, with $1$ prepended - + - Converts a byte array to a string containing hexadecimal characters + Calculate the MD5 hash of a given string - 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 + The string to hash + The MD5 hash as a string - + - Convert a string to a UTF8 encoded byte array + Generate a random double precision floating point value - The string to convert - A null-terminated UTF8 byte array + Random value of type double - + - Converts a string containing hexadecimal characters to a byte array + Get the current running platform - String containing hexadecimal characters - If true, gracefully handles null, empty and - uneven strings as well as stripping unconvertable characters - The converted byte array + Enumeration of the current platform we are running on - + - Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + Get the current running runtime - Character to test - true if hex digit, false if not + Enumeration of the current runtime we are running on - + - Converts 1 or 2 character string into equivalant byte value + Operating system - 1 or 2 character string - byte - - - 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 + + Unknown - - - 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 + + Microsoft Windows - - - 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 + + Microsoft Windows CE - - - 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 + + Linux - - - 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 + + Apple OSX - + - Tries to parse an unsigned 32-bit integer from a hexadecimal string + Runtime platform - String to parse - Resulting integer - True if the parse was successful, otherwise false - - - 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 + + .NET runtime - - - Takes an AssetType and returns the string representation - - The source - The string version of the AssetType + + Mono runtime: http://www.mono-project.com/ - + - Translate a string name of an AssetType into the proper Type + A two-dimensional vector with floating-point values - A string containing the AssetType name - The AssetType which matches the string name, or AssetType.Unknown if no match was found - - - Convert an InventoryType to a string - - The to convert - A string representation of the source + + X value - - - Convert a string into a valid InventoryType - - A string representation of the InventoryType to convert - A InventoryType object which matched the type + + Y value - + - Convert a SaleType to a string + Test if this vector is equal to another vector, within a given + tolerance range - The to convert - A string representation of the source + 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 - + - Convert a string into a valid SaleType + Test if this vector is composed of all finite numbers - A string representation of the SaleType to convert - A SaleType object which matched the type - + - Converts a string used in LLSD to AttachmentPoint type + IComparable.CompareTo implementation - String representation of AttachmentPoint to convert - AttachmentPoint enum - + - Copy a byte array + Builds a vector from a byte array - Byte array to copy - A copy of the given byte array + Byte array containing two four-byte floats + Beginning position in the byte array - + - Packs to 32-bit unsigned integers in to a 64-bit unsigned integer + Returns the raw bytes for this vector - The left-hand (or X) value - The right-hand (or Y) value - A 64-bit integer containing the two 32-bit input values + An eight-byte array containing X and Y - + - Unpacks two 32-bit unsigned integers from a 64-bit unsigned integer + Writes the raw bytes for this vector to a byte array - The 64-bit input integer - The left-hand (or X) output value - The right-hand (or Y) output value + Destination byte array + Position in the destination array to start + writing. Must be at least 8 bytes before the end of the array - + - Convert an IP address object to an unsigned 32-bit integer + Parse a vector from a string - IP address to convert - 32-bit unsigned integer holding the IP address bits + A string representation of a 2D vector, enclosed + in arrow brackets and separated by commas - + - Gets a unix timestamp for the current time + Interpolates between two vectors using a cubic equation - An unsigned integer representing a unix timestamp for now - + - Convert a UNIX timestamp to a native DateTime object + Get a formatted string representation of the vector - An unsigned integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + A string representation of the vector - + - Convert a UNIX timestamp to a native DateTime object + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - A signed integer representing a UNIX - timestamp - A DateTime object containing the same time specified in - the given timestamp + Raw string representation of the vector - - - 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 + + A vector with a value of 0,0 - - - Swap two values - - Type of the values to swap - First value - Second value + + A vector with a value of 1,1 - - - 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 + + A vector with a value of 1,0 - - - 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 + + A vector with a value of 0,1 - + - Attempts to convert a string representation of a hostname or IP - address to a + Identifier code for primitive types - 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 + + None - - UNIX epoch in DateTime format + + A Primitive - - Provide a single instance of the MD5 class to avoid making - duplicate copies and handle thread safety + + A Avatar - - Provide a single instance of the SHA-1 class to avoid - making duplicate copies and handle thread safety + + Linden grass - - Provide a single instance of a random number generator - to avoid making duplicate copies and handle thread safety + + Linden tree - + + A primitive that acts as the source for a particle stream + + + A Linden tree + + - Clamp a given value between a range + Primary parameters for primitives such as Physics Enabled or Phantom - 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 + + Deprecated - - - Clamp a given value between a range - - Value to clamp - Minimum allowable value - Maximum allowable value - A value inclusively between lower and upper + + Whether physics are enabled for this object - - - 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 + + - - - Calculate the SHA1 hash of a given string - - The string to hash - The SHA1 hash as a string + + Whether this object contains an active touch script - - - Compute the SHA256 hash for a byte array - - Byte array to compute the hash for - SHA256 hash of the input data + + - - - Calculate the SHA256 hash of a given string - - The string to hash - The SHA256 hash as a string + + Whether this object can receive payments - - - Calculate the MD5 hash of a given string - - The password to hash - An MD5 hash in string format, with $1$ prepended + + Whether this object is phantom (no collisions) - - - Calculate the MD5 hash of a given string - - The string to hash - The MD5 hash as a string + + - - - Generate a random double precision floating point value - - Random value of type double + + - - - Get the current running platform - - Enumeration of the current platform we are running on + + - - - Get the current running runtime - - Enumeration of the current runtime we are running on + + - - - Operating system - + + Deprecated - - Unknown + + - - Microsoft Windows + + - - Microsoft Windows CE + + - - Linux + + Deprecated - - Apple OSX + + - - - Runtime platform - + + - - .NET runtime + + - - Mono runtime: http://www.mono-project.com/ + + - - - Copy constructor - - Circular queue to copy + + Server flag, will not be sent to clients. Specifies that + the object is destroyed when it touches a simulator edge - - - Determines the appropriate events to set, leaves the locks, and sets the events. - + + 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 - - - 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' - + + Server flag, will not be sent to clients. - - - Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. - Before the wait 'numWaiters' is incremented and is restored before leaving this routine. - + + Server flag, will not be sent to client. Specifies that + the object is hovering/flying - - - 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 + Sound flags for sounds attached to primitives - 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 + + - - - An 8-bit color structure including an alpha channel - + + - - Red + + - - Green + + - - Blue + + - - Alpha + + - + - + Material type for a primitive - - - - - - - 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 + + - - - Copy constructor - - Color to copy + + - - - IComparable.CompareTo implementation - - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent + + - - - 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 + + - - - 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 + + - - - 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 + Used in a helper function to roughly determine prim shape - + - Create an RGB color from a hue, saturation, value combination + Extra parameters for primitives, these flags are for features that have + been added after the original ObjectFlags that has all eight bits + reserved already - 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 + + Whether this object has flexible parameters - - A Color4 with zero RGB values and fully opaque (alpha 1.0) + + Whether this object has light parameters - - A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) + + Whether this object is a sculpted prim - + - 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. - + + + Attachment points for objects on avatar bodies + + + Both InventoryObject and InventoryAttachment types can be attached + - - - Remove all objects from the Queue, resume all dequeue threads. - + + Right hand if object was not previously attached - - - Removes and returns the object at the beginning of the Queue. - - Object in queue. + + Chest - - - Removes and returns the object at the beginning of the Queue. - - time to wait before returning - Object in queue. + + Skull - - - Removes and returns the object at the beginning of the Queue. - - time to wait before returning (in milliseconds) - Object in queue. + + Left shoulder - - - Adds an object to the end of the Queue - - Object to put in queue + + Right shoulder - - - Open Queue. - + + Left hand - - - Gets flag indicating if queue has been closed. - + + Right hand - - - A three-dimensional vector with doubleing-point values - + + Left foot - - X value + + Right foot - - Y value + + Spine - - Z value + + Pelvis - - - Constructor, builds a vector from a byte array - - Byte array containing three eight-byte doubles - Beginning position in the byte array + + Mouth - - - 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 + + Chin - - - IComparable.CompareTo implementation - + + Left ear - - - Test if this vector is composed of all finite numbers - + + Right ear - - - Builds a vector from a byte array - - Byte array containing a 24 byte vector - Beginning position in the byte array + + Left eyeball - - - Returns the raw bytes for this vector - - A 24 byte array containing X, Y, and Z + + Right eyeball - - - 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 24 bytes before the end of the array + + Nose - - - Parse a vector from a string - - A string representation of a 3D vector, enclosed - in arrow brackets and separated by commas + + Right upper arm - - - Interpolates between two vectors using a cubic equation - + + Right forearm - - - Get a formatted string representation of the vector - - A string representation of the vector + + Left upper arm - - - 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 + + Left forearm - - - Cross product between two vectors - + + Right hip - - A vector with a value of 0,0,0 + + Right upper leg - - A vector with a value of 1,1,1 + + Right lower leg - - A unit vector facing forward (X axis), value of 1,0,0 + + Left hip - - A unit vector facing left (Y axis), value of 0,1,0 + + Left upper leg - - A unit vector facing up (Z axis), value of 0,0,1 + + Left lower leg - - - A hierarchical token bucket for bandwidth throttling. See - http://en.wikipedia.org/wiki/Token_bucket for more information - + + Stomach - - Parent bucket to this bucket, or null if this is a root - bucket + + Left pectoral - - Size of the bucket in bytes. If zero, the bucket has - infinite capacity + + Right pectoral - - Rate that the bucket fills, in bytes per millisecond. If - zero, the bucket always remains full + + HUD Center position 2 - - Number of tokens currently in the bucket + + HUD Top-right - - Time of the last drip, in system ticks + + HUD Top - - - 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 + + HUD Top-left - - - 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 + + HUD Center - - - 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 + + HUD Bottom-left - - - 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 + + HUD Bottom - - - 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 - + + HUD Bottom-right - + - Maximum burst rate in bytes per second. This is the maximum number - of tokens that can accumulate in the bucket at any one time + Tree foliage types - - - 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) + + Pine1 tree - - - 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 - + + Oak tree - - For thread safety + + Tropical Bush1 - - For thread safety + + Palm1 tree - - - Purges expired objects from the cache. Called automatically by the purge timer. - + + Dogwood tree - - - Convert this matrix to euler rotations - - X euler angle - Y euler angle - Z euler angle + + Tropical Bush2 - - - Convert this matrix to a quaternion rotation - - A quaternion representation of this rotation matrix + + Palm2 tree - - - Construct a matrix from euler rotation values in radians - - X euler angle in radians - Y euler angle in radians - Z euler angle in radians + + Cypress1 tree - - - Get a formatted string representation of the vector - - A string representation of the vector + + Cypress2 tree - - A 4x4 matrix containing all zeroes + + Pine2 tree - - A 4x4 identity matrix + + Plumeria - - - Identifier code for primitive types - + + Winter pinetree1 - - None + + Winter Aspen tree - - A Primitive + + Winter pinetree2 - - A Avatar + + Eucalyptus tree - - Linden grass + + Fern - - Linden tree + + Eelgrass - - A primitive that acts as the source for a particle stream + + Sea Sword - - A Linden tree + + Kelp1 plant - - - Primary parameters for primitives such as Physics Enabled or Phantom - + + Beach grass - - Deprecated + + Kelp2 plant - - Whether physics are enabled for this object + + + Grass foliage types + - + - + - + - + - + - + - - Whether this object contains an active touch script + + + Action associated with clicking on an object + - - + + Touch object - - Whether this object can receive payments + + Sit on object - - Whether this object is phantom (no collisions) + + Purchase object or contents - - + + Pay the object - - + + Open task inventory - - + + Play parcel media - - + + Open parcel media - - Deprecated + + + 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. + - - Deprecated + + + 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. + - - + + + 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' + - - Server flag, will not be sent to clients. Specifies that - the object is destroyed when it touches a simulator edge + + + Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. + Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + - - 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 + + For thread safety - - Server flag, will not be sent to clients. + + For thread safety - - Server flag, will not be sent to client. Specifies that - the object is hovering/flying + + + Purges expired objects from the cache. Called automatically by the purge timer. + - - + + + Attribute class that allows extra attributes to be attached to ENUMs + - - + + Text used when presenting ENUM to user - - + + Default initializer - - + + Text used when presenting ENUM to user - + - Sound flags for sounds attached to primitives + 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 - - - Material type for a primitive - + + 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 - - - Used in a helper function to roughly determine prim shape - + + Snapshot folder - - - Extra parameters for primitives, these flags are for features that have - been added after the original ObjectFlags that has all eight bits - reserved already - + + Lost and found folder - - Whether this object has flexible parameters + + Uncompressed sound - - Whether this object has light parameters + + Uncompressed TGA non-square image, not to be used as a + texture - - Whether this object is a sculpted prim + + 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 + + - + - + - + - + - + - - - Attachment points for objects on avatar bodies - - - Both InventoryObject and InventoryAttachment types can be attached - + + + Item Sale Status + - - Right hand if object was not previously attached + + Not for sale - - Chest + + The original is for sale - - Skull + + Copies are for sale - - Left shoulder + + The contents of the object are for sale - - Right shoulder + + + Types of wearable assets + - - Left hand + + Body shape - - Right hand + + Skin textures and attributes - - Left foot + + Hair - - Right foot + + Eyes - - Spine + + Shirt - - Pelvis + + Pants - - Mouth + + Shoes - - Chin + + Socks - - Left ear + + Jacket - - Right ear + + Gloves - - Left eyeball + + Undershirt - - Right eyeball + + Underpants - - Nose + + Skirt - - Right upper arm + + Alpha mask to hide parts of the avatar - - Right forearm + + Tattoo - - Left upper arm + + Invalid wearable asset - - Left forearm + + X value - - Right hip + + Y value - - Right upper leg + + Z value - - Right lower leg + + W value - - Left hip + + + 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 - - Left upper leg + + + 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. - - Left lower leg + + + Normalizes the quaternion + - - Stomach + + + 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. - - Left pectoral + + + 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 - - Right pectoral + + + 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 - - HUD Center position 2 + + + Convert this quaternion to euler angles + + X euler angle + Y euler angle + Z euler angle - - HUD Top-right + + + Convert this quaternion to an angle around an axis + + Unit vector describing the axis + Angle around the axis, in radians - - HUD Top + + + Returns the conjugate (spatial inverse) of a quaternion + - - HUD Top-left + + + Build a quaternion from an axis and an angle of rotation around + that axis + - - HUD Center + + + Build a quaternion from an axis and an angle of rotation around + that axis + + Axis of rotation + Angle of rotation - - HUD Bottom-left + + + 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 - - HUD Bottom + + + 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 - - HUD Bottom-right + + + Conjugates and renormalizes a vector + - + - Tree foliage types + Spherical linear interpolation between two quaternions - - Pine1 tree + + + 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 - - Oak tree + + A quaternion with a value of 0,0,0,1 - - Tropical Bush1 + + + Provides helper methods for parallelizing loops + - - Palm1 tree + + + 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 - - Dogwood tree + + + 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 - - Tropical Bush2 + + + 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 - - Palm2 tree + + + 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 - - Cypress1 tree + + + Executes a series of tasks in parallel + + A series of method bodies to execute - - Cypress2 tree + + + Executes a series of tasks in parallel + + The number of concurrent execution threads to run + A series of method bodies to execute - - Pine2 tree + + + A hierarchical token bucket for bandwidth throttling. See + http://en.wikipedia.org/wiki/Token_bucket for more information + - - Plumeria + + Parent bucket to this bucket, or null if this is a root + bucket - - Winter pinetree1 + + Size of the bucket in bytes. If zero, the bucket has + infinite capacity - - Winter Aspen tree + + Rate that the bucket fills, in bytes per millisecond. If + zero, the bucket always remains full - - Winter pinetree2 + + Number of tokens currently in the bucket - - Eucalyptus tree + + Time of the last drip, in system ticks - - Fern + + + 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 - - Eelgrass + + + 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 - - Sea Sword + + + 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 - - Kelp1 plant + + + 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 - - Beach grass + + + 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 + - - Kelp2 plant + + + Maximum burst rate in bytes per second. This is the maximum number + of tokens that can accumulate in the bucket at any one time + - + - Grass foliage types + 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 - - + + + Constructor + - + - Action associated with clicking on an object + Enqueue an item + Item to enqeue - - Touch object + + + Try to dequeue an item + + Dequeued item if the dequeue was successful + True if an item was successfully deqeued, otherwise false - - Sit on object + + Gets the current number of items in the queue. Since this + is a lockless collection this value should be treated as a close + estimate - - Purchase object or contents + + + Provides a node container for data in a singly linked list + - - Pay the object + + Pointer to the next node in list - - Open task inventory + + The data contained by the node - - Play parcel media + + + Constructor + - - Open parcel media + + + Constructor + -- cgit v1.1