Database:Primshapes
From OpenSimulator
m (Adding the ProfileHollow field) |
m (Documented the Texture field) |
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The size of the prim in meters. | The size of the prim in meters. | ||
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'''ProfileHollow''' | '''ProfileHollow''' | ||
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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. | 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 containing the face number that texture is on, encoded as a single bit. (Eg: Face 4 is stored as 08 with only bit 4-1 on). Face 0 must always be last and has a face number 0 which terminates the list. Apparently the faces are always stored in reverse order (highest face number first). | ||
+ | 16 or more bytes follow the last texture assetUUID and these contain ???? | ||
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Revision as of 22:43, 23 March 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 containing the face number that texture is on, encoded as a single bit. (Eg: Face 4 is stored as 08 with only bit 4-1 on). Face 0 must always be last and has a face number 0 which terminates the list. Apparently the faces are always stored in reverse order (highest face number first).
16 or more bytes follow the last texture assetUUID and these contain ????
UUID
The UUID of this prim in database table Prims.