Database:Primshapes
From OpenSimulator
JeffKelley (Talk | contribs) (Page creation) |
(Adding more info about ExtraParams, how it stores sculpts and mesh) |
||
(6 intermediate revisions by 2 users not shown) | |||
Line 71: | Line 71: | ||
| Media || text || YES || || NULL || | | Media || text || YES || || NULL || | ||
|} | |} | ||
+ | ---- | ||
+ | (back to [[Database Documentation]])<br /> | ||
+ | ---- | ||
+ | ---- | ||
+ | <br /> | ||
+ | '''ScaleX ScaleY Scalez''' | ||
+ | <br /> | ||
+ | The size of the prim in meters. | ||
+ | <br /> | ||
+ | |||
+ | <br /> | ||
+ | '''ProfileHollow''' | ||
+ | <br /> | ||
+ | The percent size of the hole in the prim. Divide this integer by 500.0 to get the number you see in the build dialog. | ||
+ | <br /> | ||
+ | |||
+ | <br /> | ||
+ | '''Texture''' | ||
+ | <br /> | ||
+ | Contains a list of up to 8 texture asset UUIDs for the 8 faces of the prim. If all the faces are the same only one UUID is present. Each UUID is stored as 16 BINARY bytes (not as hex strings) and must be converted to strings to use to search the asset table. Each UUID is followed by a single byte related to the face number that texture is on. Face 0 must always be last and has a face number 0 which terminates the list. 16 or more bytes follow the last texture assetUUID and these contain ???? | ||
+ | <br /> | ||
+ | |||
+ | <br /> | ||
+ | '''ExtraParams''' | ||
+ | <br /> | ||
+ | Contains different data for each prim type.<br /> | ||
+ | If the first byte is 0 there are no more ExtraParams. <br /> | ||
+ | If the first byte is 1 then you look at the next byte, it's meaning is: <br /> | ||
+ | FlexiEP = 0x10; <br /> | ||
+ | LightEP = 0x20; <br /> | ||
+ | SculptEP = 0x30; <br /> | ||
+ | ProjectionEP = 0x40; <br /> | ||
+ | MeshFlagsEP = 0x70; <br /> | ||
+ | On sculpts, the next 5 bytes have fixed constants: 00 11 00 00 00 (Hex). <br /> | ||
+ | Bytes 7 through 22 contain a 16 byte binary asset UUID of the sculpt texture.<br /> | ||
+ | Byte 23 contains the sculpt stitching type (cylinder sphere, etc).<br /> | ||
+ | The UUID is stored as a binary 16bit value, it must be converted to hex string format.<br /> | ||
+ | A sculpt of stitching type 5 is a mesh, the UUID references a mesh asset. | ||
+ | <br /> | ||
+ | |||
+ | <br /> | ||
+ | '''UUID''' | ||
+ | <br /> | ||
+ | The UUID of this prim in database table Prims. | ||
+ | <br /> | ||
+ | |||
+ | [[Category:Database]] |
Latest revision as of 22:25, 30 July 2022
Primshapes Describes prim shapes, colors and textures (back to Database Documentation)
The current structure of the Prims table is as follows:
Field | Type | Null | Key | Default | Extra |
---|---|---|---|---|---|
Shape | int(11) | YES | NULL | ||
ScaleX | double | NO | 0 | ||
ScaleY | double | NO | 0 | ||
ScaleZ | double | NO | 0 | ||
PCode | int(11) | YES | NULL | ||
PathBegin | int(11) | YES | NULL | ||
PathEnd | int(11) | YES | NULL | ||
PathScaleX | int(11) | YES | NULL | ||
PathScaleY | int(11) | YES | NULL | ||
PathShearX | int(11) | YES | NULL | ||
PathShearY | int(11) | YES | NULL | ||
PathSkew | int(11) | YES | NULL | ||
PathCurve | int(11) | YES | NULL | ||
PathRadiusOffset | int(11) | YES | NULL | ||
PathRevolutions | int(11) | YES | NULL | ||
PathTaperX | int(11) | YES | NULL | ||
PathTaperY | int(11) | YES | NULL | ||
PathTwist | int(11) | YES | NULL | ||
PathTwistBegin | int(11) | YES | NULL | ||
ProfileBegin | int(11) | YES | NULL | ||
ProfileEnd | int(11) | YES | NULL | ||
ProfileCurve | int(11) | YES | NULL | ||
ProfileHollow | int(11) | YES | NULL | ||
State | int(11) | YES | NULL | ||
Texture | longblob | YES | NULL | ||
ExtraParams | longblob | YES | NULL | ||
UUID | char(36) | NO | PRI | ||
Media | text | YES | NULL |
(back to Database Documentation)
ScaleX ScaleY Scalez
The size of the prim in meters.
ProfileHollow
The percent size of the hole in the prim. Divide this integer by 500.0 to get the number you see in the build dialog.
Texture
Contains a list of up to 8 texture asset UUIDs for the 8 faces of the prim. If all the faces are the same only one UUID is present. Each UUID is stored as 16 BINARY bytes (not as hex strings) and must be converted to strings to use to search the asset table. Each UUID is followed by a single byte related to the face number that texture is on. Face 0 must always be last and has a face number 0 which terminates the list. 16 or more bytes follow the last texture assetUUID and these contain ????
ExtraParams
Contains different data for each prim type.
If the first byte is 0 there are no more ExtraParams.
If the first byte is 1 then you look at the next byte, it's meaning is:
FlexiEP = 0x10;
LightEP = 0x20;
SculptEP = 0x30;
ProjectionEP = 0x40;
MeshFlagsEP = 0x70;
On sculpts, the next 5 bytes have fixed constants: 00 11 00 00 00 (Hex).
Bytes 7 through 22 contain a 16 byte binary asset UUID of the sculpt texture.
Byte 23 contains the sculpt stitching type (cylinder sphere, etc).
The UUID is stored as a binary 16bit value, it must be converted to hex string format.
A sculpt of stitching type 5 is a mesh, the UUID references a mesh asset.
UUID
The UUID of this prim in database table Prims.