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
+
+