Database:Primshapes
From OpenSimulator
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.
Byte 1 contains the prim type and 0x30 is the type for mesh, which is kinda sorta like the asset type 49 for mesh.
When a mesh, bytes 7 through 22 contain a 16 byte binary asset UUID of the mesh.
Rumor has it a sculpty texture asset is referenced the same way.
The rest of the bytes in this blob contain ????
UUID
The UUID of this prim in database table Prims.