From 71a5cc204146b33e291bae60a68b9913751d6c8c Mon Sep 17 00:00:00 2001 From: Latif Khalifa Date: Thu, 16 May 2013 00:07:55 +0200 Subject: Updated libopenmetaverse to a5ad7f200e9bd2e91604ba921d1db3768108686b --- bin/OpenMetaverseTypes.XML | 3596 ++++++++++++++++++++++---------------------- 1 file changed, 1798 insertions(+), 1798 deletions(-) (limited to 'bin/OpenMetaverseTypes.XML') diff --git a/bin/OpenMetaverseTypes.XML b/bin/OpenMetaverseTypes.XML index 7d00b1b..56e3ac7 100644 --- a/bin/OpenMetaverseTypes.XML +++ b/bin/OpenMetaverseTypes.XML @@ -4,478 +4,735 @@ OpenMetaverseTypes - - - A thread-safe lockless queue that supports multiple readers and - multiple writers - + + Used for converting degrees to radians - - Queue head + + Used for converting radians to degrees - - Queue tail + + + 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 - - Queue item count + + + 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 - + - Constructor + 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 - + - Enqueue an item + Convert the first four bytes of the given array in little endian + ordering to a signed integer - Item to enqeue + An array four bytes or longer + A signed integer, will be zero if the array contains + less than four bytes - + - Try to dequeue an item + Convert the first eight bytes of the given array in little endian + ordering to a signed long integer - Dequeued item if the dequeue was successful - True if an item was successfully deqeued, otherwise false + An array eight bytes or longer + A signed long integer, will be zero if the array contains + less than eight bytes - - Gets the current number of items in the queue. Since this - is a lockless collection this value should be treated as a close - estimate + + + 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 - + - Provides a node container for data in a singly linked list + 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 - - Pointer to the next node in list + + + 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 - - The data contained by the node + + + 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 - + - Constructor + 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 - + - Constructor + 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 - + - Attribute class that allows extra attributes to be attached to ENUMs + 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 - - Text used when presenting ENUM to user + + + Convert an integer to a byte array in little endian format + + The integer to convert + A four byte little endian array - - Default initializer + + + Convert an integer to a byte array in big endian format + + The integer to convert + A four byte big endian array - - Text used when presenting ENUM to user + + + Convert a 64-bit integer to a byte array in little endian format + + The value to convert + An 8 byte little endian array - + - The different types of grid assets + Convert a 64-bit unsigned integer to a byte array in little endian + format + The value to convert + An 8 byte little endian array - - Unknown asset type + + + 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 - - Texture asset, stores in JPEG2000 J2C stream format + + + Converts an unsigned integer to a hexadecimal string + + An unsigned integer to convert to a string + A hexadecimal string 10 characters long + 0x7fffffff - - Sound asset + + + Convert a variable length UTF8 byte array to a string + + The UTF8 encoded byte array to convert + The decoded string - - Calling card for another avatar + + + 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 - - Link to a location in world + + + 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 - - Collection of textures and parameters that can be - worn by an avatar + + + Convert a string to a UTF8 encoded byte array + + The string to convert + A null-terminated UTF8 byte array - - Primitive that can contain textures, sounds, - scripts and more + + + 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 - - Notecard asset + + + Returns true is c is a hexadecimal digit (A-F, a-f, 0-9) + + Character to test + true if hex digit, false if not - - Holds a collection of inventory items + + + Converts 1 or 2 character string into equivalant byte value + + 1 or 2 character string + byte - - Root inventory folder + + + 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 - - 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 + + + 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 - - Animation + + + 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 - - Sequence of animations, sounds, chat, and pauses + + + 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 - - Simstate file + + + 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 - - Contains landmarks for favorites + + + 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 - - Asset is a link to another inventory item + + + 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 - - Asset is a link to another inventory folder + + + Takes an AssetType and returns the string representation + + The source + The string version of the AssetType - - Beginning of the range reserved for ensembles + + + 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 - - End of the range reserved for ensembles + + + Convert an InventoryType to a string + + The to convert + A string representation of the source - - Folder containing inventory links to wearables and attachments - that are part of the current outfit + + + Convert a string into a valid InventoryType + + A string representation of the InventoryType to convert + A InventoryType object which matched the type - - Folder containing inventory items or links to - inventory items of wearables and attachments - together make a full outfit + + + Convert a SaleType to a string + + The to convert + A string representation of the source - - Root folder for the folders of type OutfitFolder + + + Convert a string into a valid SaleType + + A string representation of the SaleType to convert + A SaleType object which matched the type - - Linden mesh format + + + Converts a string used in LLSD to AttachmentPoint type + + String representation of AttachmentPoint to convert + AttachmentPoint enum - - Marketplace direct delivery inbox ("Received Items") + + + Copy a byte array + + Byte array to copy + A copy of the given byte array - - Marketplace direct delivery outbox + + + 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 - + - Inventory Item Types, eg Script, Notecard, Folder, etc + Convert an IP address object to an unsigned 32-bit integer + IP address to convert + 32-bit unsigned integer holding the IP address bits - - Unknown + + + Gets a unix timestamp for the current time + + An unsigned integer representing a unix timestamp for now - - Texture + + + 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 - - Sound + + + 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 - - Calling Card + + + 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 - - Landmark + + + Swap two values + + Type of the values to swap + First value + Second value - - Notecard + + + 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 - - Folder + + + 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 - - an LSL Script + + 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 - + - Item Sale Status + Round a floating-point value to the nearest integer + Floating point number to round + Integer - - Not for sale + + + Test if a single precision float is a finite number + - - The original is for sale + + + Test if a double precision float is a finite number + - - Copies are for sale + + + Get the distance between two floating-point values + + First value + Second value + The distance between the two values - - The contents of the object are for sale + + + Compute the MD5 hash for a byte array + + Byte array to compute the hash for + MD5 hash of the input data - + - Types of wearable assets + Compute the SHA1 hash for a byte array + Byte array to compute the hash for + SHA1 hash of the input data - - Body shape + + + Calculate the SHA1 hash of a given string + + The string to hash + The SHA1 hash as a string - - Skin textures and attributes + + + Compute the SHA256 hash for a byte array + + Byte array to compute the hash for + SHA256 hash of the input data - - Hair + + + Calculate the SHA256 hash of a given string + + The string to hash + The SHA256 hash as a string - - Eyes + + + Calculate the MD5 hash of a given string + + The password to hash + An MD5 hash in string format, with $1$ prepended - - Shirt + + + Calculate the MD5 hash of a given string + + The string to hash + The MD5 hash as a string - - Pants + + + Generate a random double precision floating point value + + Random value of type double - - Shoes + + + Get the current running platform + + Enumeration of the current platform we are running on - - Socks + + + Get the current running runtime + + Enumeration of the current runtime we are running on - - Jacket + + + Operating system + - - Gloves + + Unknown - - Undershirt + + Microsoft Windows - - Underpants + + Microsoft Windows CE - - Skirt + + Linux - - Alpha mask to hide parts of the avatar + + Apple OSX - - Tattoo + + + Runtime platform + - - Physics + + .NET runtime - - Invalid wearable asset + + Mono runtime: http://www.mono-project.com/ - + - An 8-bit color structure including an alpha channel + Convert this matrix to euler rotations + X euler angle + Y euler angle + Z euler angle - - Red + + + Convert this matrix to a quaternion rotation + + A quaternion representation of this rotation matrix - - Green + + + Construct a matrix from euler rotation values in radians + + X euler angle in radians + Y euler angle in radians + Z euler angle in radians - - Blue + + + Get a formatted string representation of the vector + + A string representation of the vector - - Alpha + + A 4x4 matrix containing all zeroes - + + A 4x4 identity matrix + + - + Same as Queue except Dequeue function blocks until there is an object to return. + Note: This class does not need to be synchronized - - - - - + - Builds a color from a byte array + Create new BlockingQueue. - 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 + The System.Collections.ICollection to copy elements from - + - Returns the raw bytes for this vector + Create new BlockingQueue. - 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 + The initial number of elements that the queue can contain - + - Copy constructor + Create new BlockingQueue. - Color to copy - + - IComparable.CompareTo implementation + BlockingQueue Destructor (Close queue, resume any waiting thread). - Sorting ends up like this: |--Grayscale--||--Color--|. - Alpha is only used when the colors are otherwise equivalent - + - Builds a color from a byte array + Remove all objects from the Queue. - 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 + Remove all objects from the Queue, resume all dequeue threads. - 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 + Removes and returns the object at the beginning of the Queue. - 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) + Object in queue. - + - Writes the raw bytes for this color to a byte array + Removes and returns the object at the beginning of the Queue. - Destination byte array - Position in the destination array to start - writing. Must be at least 16 bytes before the end of the array + time to wait before returning + Object in queue. - + - Ensures that values are in range 0-1 + Removes and returns the object at the beginning of the Queue. + time to wait before returning (in milliseconds) + Object in queue. - + - Create an RGB color from a hue, saturation, value combination + Adds an object to the end of the Queue - Hue - Saturation - Value - An fully opaque RGB color (alpha is 1.0) + Object to put in queue - + - Performs linear interpolation between two colors + Open Queue. - 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) - + - A three-dimensional vector with doubleing-point values + Gets flag indicating if queue has been closed. - + X value - + Y value - + Z value - + + W value + + Constructor, builds a vector from a byte array - Byte array containing three eight-byte doubles + 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 @@ -486,1309 +743,1023 @@ 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 + Byte array containing a 16 byte vector Beginning position in the byte array - + Returns the raw bytes for this vector - A 24 byte array containing X, Y, and Z + 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 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 + 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 - - - Cross product between two vectors - - - - - Implicit casting for Vector3 > Vector3d - - - - - - A vector with a value of 0,0,0 - - - A vector with a value of 1,1,1 + + A vector with a value of 0,0,0,0 - - A unit vector facing forward (X axis), value of 1,0,0 + + A vector with a value of 1,1,1,1 - - A unit vector facing left (Y axis), value of 0,1,0 + + A vector with a value of 1,0,0,0 - - A unit vector facing up (Z axis), value of 0,0,1 + + A vector with a value of 0,1,0,0 - - - Determines the appropriate events to set, leaves the locks, and sets the events. - + + A vector with a value of 0,0,1,0 - - - 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' - + + A vector with a value of 0,0,0,1 - + - Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. - Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + A three-dimensional vector with doubleing-point values - + X value - + Y value - + Z value - - W value - - + - Build a quaternion from normalized float values + Constructor, builds a vector from a byte array - X value from -1.0 to 1.0 - Y value from -1.0 to 1.0 - Z value from -1.0 to 1.0 + Byte array containing three eight-byte doubles + Beginning position in the byte array - + - Constructor, builds a quaternion object from a byte array + Test if this vector is equal to another vector, within a given + tolerance range - 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. + 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 - + - Normalizes the quaternion + IComparable.CompareTo implementation - + - Builds a quaternion object from a byte array + Test if this vector is composed of all finite numbers - 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 + Builds a vector from a byte array - A 12 byte array containing normalized X, Y, and Z floating - point values in order using little endian byte ordering + Byte array containing a 24 byte vector + Beginning position in the byte array - + - Writes the raw bytes for this quaternion to a byte array + Returns the raw bytes for this vector - Destination byte array - Position in the destination array to start - writing. Must be at least 12 bytes before the end of the array + A 24 byte array containing X, Y, and Z - + - Convert this quaternion to euler angles + Writes the raw bytes for this vector to a byte array - X euler angle - Y euler angle - Z euler angle + Destination byte array + Position in the destination array to start + writing. Must be at least 24 bytes before the end of the array - + - Convert this quaternion to an angle around an axis + Parse a vector from a string - Unit vector describing the axis - Angle around the axis, in radians + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - + - Returns the conjugate (spatial inverse) of a quaternion + Interpolates between two vectors using a cubic equation - + - Build a quaternion from an axis and an angle of rotation around - that axis + Get a formatted string representation of the vector + A string representation of the vector - + - Build a quaternion from an axis and an angle of rotation around - that axis + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - Axis of rotation - Angle of rotation + Raw string representation of the vector - + - Creates a quaternion from a vector containing roll, pitch, and yaw - in radians + Cross product between two vectors - 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 + Implicit casting for Vector3 > Vector3d - X angle in radians - Y angle in radians - Z angle in radians - Quaternion representation of the euler angles + + - + + 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 + + - Conjugates and renormalizes a vector + A three-dimensional vector with floating-point values - + + X value + + + Y value + + + Z value + + - Spherical linear interpolation between two quaternions + Constructor, builds a vector from a byte array + Byte array containing three four-byte floats + Beginning position in the byte array - + - Get a string representation of the quaternion elements with up to three - decimal digits and separated by spaces only + Test if this vector is equal to another vector, within a given + tolerance range - Raw string representation of the quaternion - - - A quaternion with a value of 0,0,0,1 + Vector to test against + The acceptable magnitude of difference + between the two vectors + True if the magnitude of difference between the two vectors + is less than the given tolerance, otherwise false - + - Copy constructor + IComparable.CompareTo implementation - Circular queue to copy - + - Same as Queue except Dequeue function blocks until there is an object to return. - Note: This class does not need to be synchronized + Test if this vector is composed of all finite numbers - + - Create new BlockingQueue. + Builds a vector from a byte array - The System.Collections.ICollection to copy elements from + Byte array containing a 12 byte vector + Beginning position in the byte array - + - Create new BlockingQueue. + Returns the raw bytes for this vector - The initial number of elements that the queue can contain + A 12 byte array containing X, Y, and Z - + - Create new BlockingQueue. + 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 - + - BlockingQueue Destructor (Close queue, resume any waiting thread). + Parse a vector from a string + A string representation of a 3D vector, enclosed + in arrow brackets and separated by commas - + - Remove all objects from the Queue. + Calculate the rotation between two vectors + Normalized directional vector (such as 1,0,0 for forward facing) + Normalized target vector - + - Remove all objects from the Queue, resume all dequeue threads. + Interpolates between two vectors using a cubic equation - + - Removes and returns the object at the beginning of the Queue. + Get a formatted string representation of the vector - Object in queue. + A string representation of the vector - + - Removes and returns the object at the beginning of the Queue. + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - time to wait before returning - Object in queue. + Raw string representation of the vector - + - Removes and returns the object at the beginning of the Queue. + Cross product between two vectors - time to wait before returning (in milliseconds) - Object in queue. - + - Adds an object to the end of the Queue + Explicit casting for Vector3d > Vector3 - Object to put in queue + + - + + 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 + + - Open Queue. + 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 + + - Gets flag indicating if queue has been closed. + Primary parameters for primitives such as Physics Enabled or Phantom - - Used for converting degrees to radians + + 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 - - Used for converting radians to degrees + + - - Provide a single instance of the CultureInfo class to - help parsing in situations where the grid assumes an en-us - culture + + - - UNIX epoch in DateTime format + + - - Provide a single instance of the MD5 class to avoid making - duplicate copies and handle thread safety + + Deprecated - - 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 + + Server flag, will not be sent to clients. Specifies that + the object is destroyed when it touches a simulator edge - - - Round a floating-point value to the nearest integer - - Floating point number to round - Integer + + 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 - - - Test if a single precision float is a finite number - + + Server flag, will not be sent to clients. - - - Test if a double precision float is a finite number - + + Server flag, will not be sent to client. Specifies that + the object is hovering/flying - - - 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 + Sound flags for sounds attached to primitives - 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 + + - - - 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 + Material type for a primitive - 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 + Used in a helper function to roughly determine prim shape - 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 + Extra parameters for primitives, these flags are for features that have + been added after the original ObjectFlags that has all eight bits + reserved already - 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 + + Whether this object has flexible parameters - - - Convert an integer to a byte array in little endian format - - The integer to convert - A four byte little endian array + + Whether this object has light parameters - - - Convert an integer to a byte array in big endian format - - The integer to convert - A four byte big endian array + + Whether this object is a sculpted prim - - - Convert a 64-bit integer to a byte array in little endian format - - The value to convert - An 8 byte little endian array + + Whether this object is a light image map - - - Convert a 64-bit unsigned integer to a byte array in little endian - format - - The value to convert - An 8 byte little endian array + + Whether this object is a mesh - + - 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 + + + + + + + + + + + + + + + + + + + + + + + + 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 - - - Attempts to parse a floating point value from a string, using an - EN-US number format - - String to parse - Resulting floating point number - True if the parse was successful, otherwise false + + Right shoulder - - - Tries to parse an unsigned 32-bit integer from a hexadecimal string - - String to parse - Resulting integer - True if the parse was successful, otherwise false + + Left hand - - - Returns text specified in EnumInfo attribute of the enumerator - To add the text use [EnumInfo(Text = "Some nice text here")] before declaration - of enum values - - Enum value - Text representation of the enum + + Right hand - - - Takes an AssetType and returns the string representation - - The source - The string version of the AssetType + + Left foot - - - Translate a string name of an AssetType into the proper Type - - A string containing the AssetType name - The AssetType which matches the string name, or AssetType.Unknown if no match was found + + Right foot - - - Convert an InventoryType to a string - - The to convert - A string representation of the source + + Spine - - - Convert a string into a valid InventoryType - - A string representation of the InventoryType to convert - A InventoryType object which matched the type + + Pelvis - - - Convert a SaleType to a string - - The to convert - A string representation of the source + + Mouth - - - Convert a string into a valid SaleType - - A string representation of the SaleType to convert - A SaleType object which matched the type + + Chin - - - Converts a string used in LLSD to AttachmentPoint type - - String representation of AttachmentPoint to convert - AttachmentPoint enum + + Left ear - - - Copy a byte array - - Byte array to copy - A copy of the given byte array + + Right ear - - - 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 + + Left eyeball - - - 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 + + Right eyeball - - - Convert an IP address object to an unsigned 32-bit integer - - IP address to convert - 32-bit unsigned integer holding the IP address bits + + Nose - - - Gets a unix timestamp for the current time - - An unsigned integer representing a unix timestamp for now + + Right upper arm - - - 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 + + Right forearm - - - 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 + + Left upper arm - - - 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 + + Left forearm - - - Swap two values - - Type of the values to swap - First value - Second value + + Right hip - - - 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 + + Right upper leg - - - 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 + + Right lower leg - - - 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 + + Left hip - - - Operating system - + + Left upper leg - - Unknown + + Left lower leg - - Microsoft Windows + + Stomach - - Microsoft Windows CE + + Left pectoral - - Linux + + Right pectoral - - Apple OSX + + HUD Center position 2 - - - Runtime platform - + + HUD Top-right - - .NET runtime + + HUD Top - - Mono runtime: http://www.mono-project.com/ + + HUD Top-left - - For thread safety + + HUD Center - - For thread safety + + HUD Bottom-left - - - Purges expired objects from the cache. Called automatically by the purge timer. - + + HUD Bottom - - - Convert this matrix to euler rotations - - X euler angle - Y euler angle - Z euler angle + + HUD Bottom-right - - - Convert this matrix to a quaternion rotation - - A quaternion representation of this rotation matrix + + Neck - - - Construct a matrix from euler rotation values in radians - - X euler angle in radians - Y euler angle in radians - Z euler angle in radians + + Avatar Center - + - Get a formatted string representation of the vector + Tree foliage types - A string representation of the vector - - A 4x4 matrix containing all zeroes + + Pine1 tree - - A 4x4 identity matrix + + Oak tree - - - Provides helper methods for parallelizing loops - + + Tropical Bush1 - - - 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 + + Palm1 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 + + Dogwood tree - - - 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 + + Tropical Bush2 - - - 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 + + Palm2 tree - - - Executes a series of tasks in parallel - - A series of method bodies to execute + + Cypress1 tree - - - Executes a series of tasks in parallel - - The number of concurrent execution threads to run - A series of method bodies to execute + + Cypress2 tree - - X value + + Pine2 tree - - Y value + + Plumeria - - Z value + + Winter pinetree1 - - W value + + Winter Aspen tree - - - Constructor, builds a vector from a byte array - - Byte array containing four four-byte floats - Beginning position in the byte array + + Winter pinetree2 - - - 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 + + Eucalyptus tree - - - IComparable.CompareTo implementation - + + Fern - - - Test if this vector is composed of all finite numbers - + + Eelgrass - - - Builds a vector from a byte array - - Byte array containing a 16 byte vector - Beginning position in the byte array + + Sea Sword - - - Returns the raw bytes for this vector - - A 16 byte array containing X, Y, Z, and W + + Kelp1 plant - - - 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 + + Beach grass - + + Kelp2 plant + + - Get a string representation of the vector elements with up to three - decimal digits and separated by spaces only + Grass foliage types - 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 128-bit Universally Unique Identifier, used throughout the Second - Life networking protocol + Action associated with clicking on an object - - The System.Guid object this struct wraps around + + Touch object - - - 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") + + Sit on object - - - Constructor that takes a System.Guid object - - A Guid object that contains the unique identifier - to be represented by this UUID + + Purchase object or contents - - - Constructor that takes a byte array containing a UUID - - Byte array containing a 16 byte UUID - Beginning offset in the array + + Pay the object - - - Constructor that takes an unsigned 64-bit unsigned integer to - convert to a UUID - - 64-bit unsigned integer to convert to a UUID + + Open task inventory - - - Copy constructor - - UUID to copy + + Play parcel media - - - IComparable.CompareTo implementation - + + Open parcel media - + - Assigns this UUID from 16 bytes out of a byte array + Type of physics representation used for this prim in the simulator - 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 + + Use prim physics form this object - - - 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 + + No physics, prim doesn't collide - - - Calculate an LLCRC (cyclic redundancy check) for this UUID - - The CRC checksum for this UUID + + Use convex hull represantion of this prim - + - Create a 64-bit integer representation from the second half of this UUID + An 8-bit color structure including an alpha channel - An integer created from the last eight bytes of this UUID - + + Red + + + Green + + + Blue + + + Alpha + + - 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 + Builds a color from a byte array - 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) + 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 - + - Combine two UUIDs together by taking the MD5 hash of a byte array - containing both UUIDs + Returns the raw bytes for this vector - First UUID to combine - Second UUID to combine - The UUID product of the combination + 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 - + - Return a hash code for this UUID, used by .NET for hash tables + IComparable.CompareTo implementation - An integer composed of all the UUID bytes XORed together + Sorting ends up like this: |--Grayscale--||--Color--|. + Alpha is only used when the colors are otherwise equivalent - + - Comparison function + Builds a color from a byte array - An object to compare to this UUID - True if the object is a UUID and both UUIDs are equal + 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 - + - Comparison function + Writes the raw bytes for this color to a byte array - UUID to compare to - True if the UUIDs are equal, otherwise false + 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 hyphenated string representation of this UUID + Serializes this color into four bytes in a byte array - A string representation of this UUID, lowercase and - with hyphens - 11f8aa9c-b071-4242-836b-13b7abe0d489 + 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) - + - Equals operator + Writes the raw bytes for this color to a byte array - First UUID for comparison - Second UUID for comparison - True if the UUIDs are byte for byte equal, otherwise false + Destination byte array + Position in the destination array to start + writing. Must be at least 16 bytes before the end of the array - + - Not equals operator + Ensures that values are in range 0-1 - First UUID for comparison - Second UUID for comparison - True if the UUIDs are not equal, otherwise true - + - XOR operator + Create an RGB color from a hue, saturation, value combination - First UUID - Second UUID - A UUID that is a XOR combination of the two input UUIDs + Hue + Saturation + Value + An fully opaque RGB color (alpha is 1.0) - + - String typecasting operator + Performs linear interpolation between two colors - A UUID in string form. Case insensitive, - hyphenated or non-hyphenated - A UUID built from the string representation + Color to start at + Color to end at + Amount to interpolate + The interpolated color - - An UUID with a value of all zeroes + + A Color4 with zero RGB values and fully opaque (alpha 1.0) - - A cache of UUID.Zero as a string to optimize a common path + + A Color4 with full RGB values (1.0) and fully opaque (alpha 1.0) - + - A three-dimensional vector with floating-point values + A two-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 @@ -1799,95 +1770,73 @@ 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 - + - Test if this vector is composed of all finite numbers + IComparable.CompareTo implementation - + Builds a vector from a byte array - Byte array containing a 12 byte vector + Byte array containing two four-byte floats Beginning position in the byte array - + Returns the raw bytes for this vector - A 12 byte array containing X, Y, and Z + 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 12 bytes before the end of the array + writing. Must be at least 8 bytes before the end of the array - + Parse a vector from a string - A string representation of a 3D vector, enclosed + A string representation of a 2D 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 - - - + - Explicit casting for Vector3d > Vector3 + Get a string representation of the vector elements with up to three + decimal digits and separated by spaces only - - - - - A vector with a value of 0,0,0 + Raw string representation of the vector - - A vector with a value of 1,1,1 + + A vector with a value of 0,0 - - A unit vector facing forward (X axis), value 1,0,0 + + A vector with a value of 1,1 - - A unit vector facing left (Y axis), value 0,1,0 + + A vector with a value of 1,0 - - A unit vector facing up (Z axis), value 0,0,1 + + A vector with a value of 0,1 @@ -1981,674 +1930,725 @@ return false regardless of the content of this bucket - - - Identifier code for primitive types - - - - None - - - A Primitive - - - A Avatar - - - Linden grass + + X value - - Linden tree + + Y value - - A primitive that acts as the source for a particle stream + + Z value - - A Linden tree + + W value - + - Primary parameters for primitives such as Physics Enabled or Phantom + 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 - - 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 - - - + + + 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 - + - Sound flags for sounds attached to primitives + 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 - + - Material type for a primitive + 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 - - + + For thread safety - - + + For thread safety - + - Used in a helper function to roughly determine prim shape + Purges expired objects from the cache. Called automatically by the purge timer. - + - Extra parameters for primitives, these flags are for features that have - been added after the original ObjectFlags that has all eight bits - reserved already + Attribute class that allows extra attributes to be attached to ENUMs - - Whether this object has flexible parameters - - - Whether this object has light parameters - - - Whether this object is a sculpted prim + + Text used when presenting ENUM to user - - Whether this object is a light image map + + Default initializer - - Whether this object is a mesh + + 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 - - - Attachment points for objects on avatar bodies - - - Both InventoryObject and InventoryAttachment types can be attached - + + Root folder for the folders of type OutfitFolder - - Right hand if object was not previously attached + + Linden mesh format - - Chest + + Marketplace direct delivery inbox ("Received Items") - - Skull + + Marketplace direct delivery outbox - - Left shoulder + + - - Right shoulder + + + Inventory Item Types, eg Script, Notecard, Folder, etc + - - Left hand + + Unknown - - Right hand + + Texture - - Left foot + + Sound - - Right foot + + Calling Card - - Spine + + Landmark - - Pelvis + + Notecard - - Mouth + + - - Chin + + Folder - - Left ear + + - - Right ear + + an LSL Script - - Left eyeball + + - - Right eyeball + + - - Nose + + - - Right upper arm + + - - Right forearm + + - - Left upper arm + + - - Left forearm + + + Item Sale Status + - - Right hip + + Not for sale - - Right upper leg + + The original is for sale - - Right lower leg + + Copies are for sale - - Left hip + + The contents of the object are for sale - - Left upper leg + + + Types of wearable assets + - - Left lower leg + + Body shape - - Stomach + + Skin textures and attributes - - Left pectoral + + Hair - - Right pectoral + + Eyes - - HUD Center position 2 + + Shirt - - HUD Top-right + + Pants - - HUD Top + + Shoes - - HUD Top-left + + Socks - - HUD Center + + Jacket - - HUD Bottom-left + + Gloves - - HUD Bottom + + Undershirt - - HUD Bottom-right + + Underpants - - Neck + + Skirt - - Avatar Center + + Alpha mask to hide parts of the avatar - - - Tree foliage types - + + Tattoo - - Pine1 tree + + Physics - - Oak tree + + Invalid wearable asset - - Tropical Bush1 + + + A thread-safe lockless queue that supports multiple readers and + multiple writers + - - Palm1 tree + + Queue head - - Dogwood tree + + Queue tail - - Tropical Bush2 + + Queue item count - - Palm2 tree + + + Constructor + - - Cypress1 tree + + + Enqueue an item + + Item to enqeue - - Cypress2 tree + + + Try to dequeue an item + + Dequeued item if the dequeue was successful + True if an item was successfully deqeued, otherwise false - - Pine2 tree + + Gets the current number of items in the queue. Since this + is a lockless collection this value should be treated as a close + estimate - - Plumeria + + + Provides a node container for data in a singly linked list + - - Winter pinetree1 + + Pointer to the next node in list - - Winter Aspen tree + + The data contained by the node - - Winter pinetree2 + + + Constructor + - - Eucalyptus tree + + + Constructor + - - Fern + + + A 128-bit Universally Unique Identifier, used throughout the Second + Life networking protocol + - - Eelgrass + + The System.Guid object this struct wraps around - - Sea Sword + + + 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") - - Kelp1 plant + + + Constructor that takes a System.Guid object + + A Guid object that contains the unique identifier + to be represented by this UUID - - Beach grass + + + Constructor that takes a byte array containing a UUID + + Byte array containing a 16 byte UUID + Beginning offset in the array - - Kelp2 plant + + + Constructor that takes an unsigned 64-bit unsigned integer to + convert to a UUID + + 64-bit unsigned integer to convert to a UUID - + - Grass foliage types + 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 - + - Action associated with clicking on an object + Create a 64-bit integer representation from the second half of this UUID + An integer created from the last eight bytes of this UUID - - Touch object + + + 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") - - Sit on object + + + 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) - - Purchase object or contents + + + 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 - - Pay the object + + + + + - - Open task inventory + + + Return a hash code for this UUID, used by .NET for hash tables + + An integer composed of all the UUID bytes XORed together - - Play parcel media + + + Comparison function + + An object to compare to this UUID + True if the object is a UUID and both UUIDs are equal - - Open parcel media + + + Comparison function + + UUID to compare to + True if the UUIDs are equal, otherwise false - + - Type of physics representation used for this prim in the simulator + Get a hyphenated string representation of this UUID + A string representation of this UUID, lowercase and + with hyphens + 11f8aa9c-b071-4242-836b-13b7abe0d489 - - Use prim physics form this object + + + Equals operator + + First UUID for comparison + Second UUID for comparison + True if the UUIDs are byte for byte equal, otherwise false - - No physics, prim doesn't collide + + + Not equals operator + + First UUID for comparison + Second UUID for comparison + True if the UUIDs are not equal, otherwise true - - Use convex hull represantion of this prim + + + XOR operator + + First UUID + Second UUID + A UUID that is a XOR combination of the two input UUIDs - + - A two-dimensional vector with floating-point values + String typecasting operator + A UUID in string form. Case insensitive, + hyphenated or non-hyphenated + A UUID built from the string representation - - X value + + An UUID with a value of all zeroes - - Y value + + A cache of UUID.Zero as a string to optimize a common path - + - Test if this vector is equal to another vector, within a given - tolerance range + Provides helper methods for parallelizing loops - 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 + 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 - + - IComparable.CompareTo implementation + 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 - + - Builds a vector from a byte array + Executes a foreach loop in which iterations may run in parallel - Byte array containing two four-byte floats - Beginning position in the byte array + Object type that the collection wraps + An enumerable collection to iterate over + Method body to run for each object in the collection - + - Returns the raw bytes for this vector + Executes a foreach loop in which iterations may run in parallel - An eight-byte array containing X and Y + 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 - + - Writes the raw bytes for this vector to a byte array + Executes a series of tasks in parallel - Destination byte array - Position in the destination array to start - writing. Must be at least 8 bytes before the end of the array + A series of method bodies to execute - + - Parse a vector from a string + Executes a series of tasks in parallel - A string representation of a 2D vector, enclosed - in arrow brackets and separated by commas + The number of concurrent execution threads to run + A series of method bodies to execute - + - Interpolates between two vectors using a cubic equation + Copy constructor + Circular queue to copy - + - Get a formatted string representation of the vector + Determines the appropriate events to set, leaves the locks, and sets the events. - 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 + 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' - 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 + + + Waits on 'waitEvent' with a timeout of 'millisceondsTimeout. + Before the wait 'numWaiters' is incremented and is restored before leaving this routine. + -- cgit v1.1