Difference between revisions of "Template:LSL Constants/PrimitiveParams"

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{{!}}-
{{!}}-
{{!}} [[#PRIM_TYPE|PRIM_TYPE]]
{{!}} [[#PRIM_TYPE|PRIM_TYPE]]
{{!}} Sets the prim shape.
{{!}} Sets the prim's shape.
{{!}} [ {{LSL Const|PRIM_TYPE|integer|9}}, [[integer]] {{HoverText|flag|PRIM_TYPE_* flag}} ] + {{HoverLink|#PRIM_TYPE_flag_parameters|Additional parameters required by the flag|flag_parameters}}
{{!}} [ {{LSL Const|PRIM_TYPE|integer|9}}, [[integer]] {{HoverText|flag|PRIM_TYPE_* flag}} ] + {{HoverLink|#PRIM_TYPE_flag_parameters|Additional parameters required by the flag|flag_parameters}}
{{!}}-
{{!}}-
{{!}} [[#PRIM_MATERIAL|PRIM_MATERIAL]]
{{!}} [[#PRIM_MATERIAL|PRIM_MATERIAL]]
{{!}} Sets the prims material.
{{!}} Sets the prim's material.
{{!}} [ {{LSL Const|PRIM_MATERIAL|integer|2}}, [[integer]] {{HoverText|flag|PRIM_MATERIAL_* flag}} ]
{{!}} [ {{LSL Const|PRIM_MATERIAL|integer|2}}, [[integer]] {{HoverText|flag|PRIM_MATERIAL_* flag}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_PHYSICS|PRIM_PHYSICS]]
{{!}} [[#PRIM_PHYSICS|PRIM_PHYSICS]]
{{!}} Sets the objects physics status.
{{!}} Sets the object's physics status.
{{!}} [ {{LSL Const|PRIM_PHYSICS|integer|3}}, [[integer]] {{LSL Param|boolean}} ]
{{!}} [ {{LSL Const|PRIM_PHYSICS|integer|3}}, [[integer]] {{LSL Param|boolean}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_TEMP_ON_REZ|PRIM_TEMP_ON_REZ]]
{{!}} [[#PRIM_TEMP_ON_REZ|PRIM_TEMP_ON_REZ]]
{{!}} Sets the objects temporary status.
{{!}} Sets the object's temporary status.
{{!}} [ {{LSL Const|PRIM_TEMP_ON_REZ|integer|4}}, [[integer]] {{LSL Param|boolean}} ]
{{!}} [ {{LSL Const|PRIM_TEMP_ON_REZ|integer|4}}, [[integer]] {{LSL Param|boolean}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_PHANTOM|PRIM_PHANTOM]]
{{!}} [[#PRIM_PHANTOM|PRIM_PHANTOM]]
{{!}} Sets the objects phantom status.
{{!}} Sets the object's phantom status.
{{!}} [ {{LSL Const|PRIM_PHANTOM|integer|5}}, [[integer]] {{LSL Param|boolean}} ]
{{!}} [ {{LSL Const|PRIM_PHANTOM|integer|5}}, [[integer]] {{LSL Param|boolean}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_POSITION|PRIM_POSITION]]
{{!}} [[#PRIM_POSITION|PRIM_POSITION]]
{{!}} Sets the prims position.
{{!}} Sets the prim's position.
{{!}} [ {{LSL Const|PRIM_POSITION|integer|6}}, [[vector]] {{LSL Param|position}} ]
{{!}} [ {{LSL Const|PRIM_POSITION|integer|6}}, [[vector]] {{LSL Param|position}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_ROTATION|PRIM_ROTATION]]
{{!}} [[#PRIM_ROTATION|PRIM_ROTATION]]
{{!}} Sets the prims rotation.
{{!}} Sets the prim's rotation.
{{!}} [ {{LSL Const|PRIM_ROTATION|integer|8}}, [[rotation]] {{LSL Param|rot}} ]
{{!}} [ {{LSL Const|PRIM_ROTATION|integer|8}}, [[rotation]] {{LSL Param|rot}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_SIZE|PRIM_SIZE]]
{{!}} [[#PRIM_SIZE|PRIM_SIZE]]
{{!}} Sets the prims size.
{{!}} Sets the prim's size.
{{!}} [ {{LSL Const|PRIM_SIZE|integer|7}}, [[vector]] {{LSL Param|size}} ]
{{!}} [ {{LSL Const|PRIM_SIZE|integer|7}}, [[vector]] {{LSL Param|size}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_TEXTURE|PRIM_TEXTURE]]
{{!}} [[#PRIM_TEXTURE|PRIM_TEXTURE]]
{{!}} Sets the prims texture attributes.
{{!}} Sets the prim's texture attributes.
{{!}} [ {{LSL Const|PRIM_TEXTURE|integer|17}}, [[integer]] {{LSL Param|face}}, [[string]] {{LSL Param|texture}}, [[vector]] {{LSL Param|repeats}}, [[vector]] {{LSL Param|offsets}}, [[float]] {{LSL Param|rotation_in_radians}} ]
{{!}} [ {{LSL Const|PRIM_TEXTURE|integer|17}}, [[integer]] {{LSL Param|face}}, [[string]] {{LSL Param|texture}}, [[vector]] {{LSL Param|repeats}}, [[vector]] {{LSL Param|offsets}}, [[float]] {{LSL Param|rotation_in_radians}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_COLOR|PRIM_COLOR]]
{{!}} [[#PRIM_COLOR|PRIM_COLOR]]
{{!}} Sets the faces color.
{{!}} Sets the face's color.
{{!}} [ {{LSL Const|PRIM_COLOR|integer|18}}, [[integer]] {{LSL Param|face}}, [[vector]] {{LSL Param|color}}, [[float]] {{LSL Param|alpha}} ]
{{!}} [ {{LSL Const|PRIM_COLOR|integer|18}}, [[integer]] {{LSL Param|face}}, [[vector]] {{LSL Param|color}}, [[float]] {{LSL Param|alpha}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_BUMP_SHINY|PRIM_BUMP_SHINY]]
{{!}} [[#PRIM_BUMP_SHINY|PRIM_BUMP_SHINY]]
{{!}} Sets the faces shiny & bump.
{{!}} Sets the face's shiny & bump.
{{!}} [ {{LSL Const|PRIM_BUMP_SHINY|integer|19}}, [[integer]] {{LSL Param|face}}, [[integer]] {{HoverText|shiny|PRIM_SHINY_* flag}}, [[integer]] {{HoverText|bump|PRIM_BUMP_* flag}} ]
{{!}} [ {{LSL Const|PRIM_BUMP_SHINY|integer|19}}, [[integer]] {{LSL Param|face}}, [[integer]] {{HoverText|shiny|PRIM_SHINY_* flag}}, [[integer]] {{HoverText|bump|PRIM_BUMP_* flag}} ]
{{!}}-
{{!}} [[#PRIM_POINT_LIGHT|PRIM_POINT_LIGHT]]
{{!}} Sets the prim as a point light.
{{!}} [ {{LSL Const|PRIM_POINT_LIGHT|integer|23}}, [[integer]] {{LSL Param|boolean}}, [[vector]] {{LSL Param|color}}, [[float]] {{LSL Param|intensity}}, [[float]] {{LSL Param|radius}}, [[float]] {{LSL Param|falloff}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_FULLBRIGHT|PRIM_FULLBRIGHT]]
{{!}} [[#PRIM_FULLBRIGHT|PRIM_FULLBRIGHT]]
{{!}} Sets the faces full bright flag.
{{!}} Sets the face's full bright flag.
{{!}} [ {{LSL Const|PRIM_FULLBRIGHT|integer|20}}, [[integer]] {{LSL Param|face}}, [[integer]] {{LSL Param|boolean}} ]
{{!}} [ {{LSL Const|PRIM_FULLBRIGHT|integer|20}}, [[integer]] {{LSL Param|face}}, [[integer]] {{LSL Param|boolean}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_FLEXIBLE|PRIM_FLEXIBLE]]
{{!}} [[#PRIM_FLEXIBLE|PRIM_FLEXIBLE]]
{{!}} Sets the prim flexible.
{{!}} Sets the prim as flexible.
{{!}} [ {{LSL Const|PRIM_FLEXIBLE|integer|21}}, [[integer]] {{LSL Param|boolean}}, [[integer]] {{HoverText|softness|ranges from 0 to 4}}, [[float]] {{LSL Param|flex_float|gravity}}, [[float]] {{LSL Param|flex_float|friction}}, [[float]] {{LSL Param|flex_float|wind}}, [[float]] {{LSL Param|flex_float|tension}}, [[vector]] {{LSL Param|force}} ]
{{!}} [ {{LSL Const|PRIM_FLEXIBLE|integer|21}}, [[integer]] {{LSL Param|boolean}}, [[integer]] {{HoverText|softness|ranges from 0 to 4}}, [[float]] {{LSL Param|flex_float|gravity}}, [[float]] {{LSL Param|flex_float|friction}}, [[float]] {{LSL Param|flex_float|wind}}, [[float]] {{LSL Param|flex_float|tension}}, [[vector]] {{LSL Param|force}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_TEXGEN|PRIM_TEXGEN]]
{{!}} [[#PRIM_TEXGEN|PRIM_TEXGEN]]
{{!}} Sets the faces texture mode.
{{!}} Sets the face's texture mode.
{{!}} [ {{LSL Const|PRIM_TEXGEN|integer|22}}, [[integer]] {{LSL Param|face}}, [[integer]] {{HoverText|type|PRIM_TEXGEN_* flag}} ]
{{!}} [ {{LSL Const|PRIM_TEXGEN|integer|22}}, [[integer]] {{LSL Param|face}}, [[integer]] {{HoverText|type|PRIM_TEXGEN_* flag}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_GLOW|PRIM_GLOW]]
{{!}} [[#PRIM_GLOW|PRIM_GLOW]]
{{!}} Sets the faces glow.
{{!}} Sets the face's glow attribute.
{{!}} [ {{LSL Const|PRIM_GLOW|integer|25}}, [[integer]] {{LSL Param|face}}, [[float]] {{LSL Param|intensity}} ]
{{!}} [ {{LSL Const|PRIM_GLOW|integer|25}}, [[integer]] {{LSL Param|face}}, [[float]] {{LSL Param|intensity}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_CAST_SHADOWS|PRIM_CAST_SHADOWS]]
{{!}} [[#PRIM_CAST_SHADOWS|PRIM_CAST_SHADOWS]]
{{!}} Sets the prims cast shadow attribute. ('''DEPRECATED''')
{{!}} Sets the prim's cast shadow attribute. ('''DEPRECATED''')
{{!}} [ {{LSL Const|PRIM_CAST_SHADOWS|integer|24}}, [[integer]] {{LSL Param|boolean}} ]
{{!}} [ {{LSL Const|PRIM_CAST_SHADOWS|integer|24}}, [[integer]] {{LSL Param|boolean}} ]
{{!}}-
{{!}}-
{{!}} [[#PRIM_TYPE_LEGACY|PRIM_TYPE_LEGACY]]
{{!}} [[#PRIM_TYPE_LEGACY|PRIM_TYPE_LEGACY]]
{{!}} Sets the prims shape  (legacy mode, '''DEPRECATED''').
{{!}} Sets the prim's shape  (legacy mode, '''DEPRECATED''').
{{!}} [ 1, [[integer]] {{HoverText|flag|PRIM_TYPE_* flag}} ] + {{HoverLink|#PRIM_TYPE_LEGACY_flag_parameters|Additional parameters required by the flag|flag_parameters}}
{{!}} [ 1, [[integer]] {{HoverText|flag|PRIM_TYPE_* flag}} ] + {{HoverLink|#PRIM_TYPE_LEGACY_flag_parameters|Additional parameters required by the flag|flag_parameters}}
{{!}}} }}
{{!}}} }}

Revision as of 18:32, 18 March 2008

Flag Description Usage
PRIM_TYPE Sets the prim's shape. PRIM_TYPE, integer flag ] + flag_parameters
PRIM_MATERIAL Sets the prim's material. PRIM_MATERIAL, integer flag ]
PRIM_PHYSICS Sets the object's physics status. PRIM_PHYSICS, integer boolean ]
PRIM_TEMP_ON_REZ Sets the object's temporary status. PRIM_TEMP_ON_REZ, integer boolean ]
PRIM_PHANTOM Sets the object's phantom status. PRIM_PHANTOM, integer boolean ]
PRIM_POSITION Sets the prim's position. PRIM_POSITION, vector position ]
PRIM_ROTATION Sets the prim's rotation. PRIM_ROTATION, rotation rot ]
PRIM_SIZE Sets the prim's size. PRIM_SIZE, vector size ]
PRIM_TEXTURE Sets the prim's texture attributes. PRIM_TEXTURE, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians ]
PRIM_COLOR Sets the face's color. PRIM_COLOR, integer face, vector color, float alpha ]
PRIM_BUMP_SHINY Sets the face's shiny & bump. PRIM_BUMP_SHINY, integer face, integer shiny, integer bump ]
PRIM_POINT_LIGHT Sets the prim as a point light. PRIM_POINT_LIGHT, integer boolean, vector color, float intensity, float radius, float falloff ]
PRIM_FULLBRIGHT Sets the face's full bright flag. PRIM_FULLBRIGHT, integer face, integer boolean ]
PRIM_FLEXIBLE Sets the prim as flexible. PRIM_FLEXIBLE, integer boolean, integer softness, float gravity, float friction, float wind, float tension, vector force ]
PRIM_TEXGEN Sets the face's texture mode. PRIM_TEXGEN, integer face, integer type ]
PRIM_GLOW Sets the face's glow attribute. PRIM_GLOW, integer face, float intensity ]
PRIM_CAST_SHADOWS Sets the prim's cast shadow attribute. (DEPRECATED) PRIM_CAST_SHADOWS, integer boolean ]
PRIM_TYPE_LEGACY Sets the prim's shape (legacy mode, DEPRECATED). [ 1, integer flag ] + flag_parameters
Parameter Additional Parameters Description
PRIM_TYPE ] 9 [ integer flag ] Gets / Sets the prim shape.
flag Constants Flag Parameters
PRIM_TYPE_BOX 0 [ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
PRIM_TYPE_CYLINDER 1 [ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
PRIM_TYPE_PRISM 2 [ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
PRIM_TYPE_SPHERE 3 [ integer hole_shape, vector cut, float hollow, vector twist, vector dimple]
PRIM_TYPE_TORUS 4 [ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
PRIM_TYPE_TUBE 5 [ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
PRIM_TYPE_RING 6 [ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
PRIM_TYPE_SCULPT 7 [ string mapinteger type ] Sculpted_Prims:_FAQ
  hole_shape Flags Shape hole_shape Flags Shape
PRIM_HOLE_DEFAULT 0x00 Default PRIM_HOLE_SQUARE 0x20 Square
PRIM_HOLE_CIRCLE 0x10 Circle PRIM_HOLE_TRIANGLE 0x30 Triangle
type Flags Style Description
PRIM_SCULPT_TYPE_SPHERE 1 Sphere Converge top & bottom, stitch left side to right
PRIM_SCULPT_TYPE_TORUS 2 Torus Stitch top to bottom, stitch left side to right
PRIM_SCULPT_TYPE_PLANE 3 Plane No stitching or converging
PRIM_SCULPT_TYPE_CYLINDER 4 Cylinder Stitch left side to right.
PRIM_SCULPT_TYPE_MESH 5 Mesh model See: Mesh
PRIM_SCULPT_FLAG_ZZZZZZZZ 63
PRIM_SCULPT_FLAG_ANIMESH 0x20 Animesh Read-only flag to query Animated mesh status.
PRIM_SCULPT_FLAG_INVERT 0x40 Invert Render inside out (inverts the normals).
PRIM_SCULPT_FLAG_MIRROR 0x80 Mirror Render an X axis mirror of the sculpty.
PRIM_MATERIAL ] 2 [ integer flag] Gets / Sets the prim's material. The material determines the default collision sound & sprite.
flag Constants Flag Description
PRIM_MATERIAL_STONE 0 stone
PRIM_MATERIAL_METAL 1 metal
PRIM_MATERIAL_GLASS 2 glass
PRIM_MATERIAL_WOOD 3 wood
PRIM_MATERIAL_FLESH 4 flesh
PRIM_MATERIAL_PLASTIC 5 plastic
PRIM_MATERIAL_RUBBER 6 rubber
PRIM_MATERIAL_LIGHT 7 light, DEPRECATED: Looks the same as [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ]
PRIM_PHYSICS ] 3 [ integer boolean ] Physics status llGetStatus / llSetStatus
PRIM_TEMP_ON_REZ  4 [ integer boolean ] Temp on rez status llGetStatus / llSetStatus
PRIM_PHANTOM ] 5 [ integer boolean ] Phantom status llGetStatus / llSetStatus
PRIM_POSITION ] 6 [ vector position ] Position, llGetPos / llSetPos
PRIM_ROTATION ] 8 [ rotation rot ] Rotation, llGetRot / llSetRot
PRIM_SIZE ] 7 [ vector size ] Size, llGetScale / llSetScale
PRIM_TEXTURE, integer face ] 17 [ string texture, vector repeats, vector offsets, float rotation_in_radians ]
Texture: llGetTexture llSetTexture
Repeats: llGetTextureScale llScaleTexture
Offset: llGetTextureOffset llOffsetTexture
Rotation: llGetTextureRot llRotateTexture
PRIM_COLOR, integer face ] 18 [ vector color, float alpha ]
Alpha: llGetAlpha llSetAlpha
Color: llGetColor llSetColor
PRIM_BUMP_SHINY, integer face ] 19 [ integer shiny, integer bump ]
shiny & bump Constants Description
PRIM_SHINY_NONE 0 none
PRIM_SHINY_LOW 1 low
PRIM_SHINY_MEDIUM 2 medium
PRIM_SHINY_HIGH 3 high
PRIM_BUMP_NONE 0 none: no bump map
PRIM_BUMP_BRIGHT 1 brightness: generate from highlights
PRIM_BUMP_DARK 2 darkness: generate from lowlights
PRIM_BUMP_WOOD 3 woodgrain
PRIM_BUMP_BARK 4 bark
PRIM_BUMP_BRICKS 5 bricks
PRIM_BUMP_CHECKER 6 checker
PRIM_BUMP_CONCRETE 7 concrete
PRIM_BUMP_TILE 8 crustytile
PRIM_BUMP_STONE 9 cutstone: blocks
PRIM_BUMP_DISKS 10 discs: packed circles
PRIM_BUMP_GRAVEL 11 gravel
PRIM_BUMP_BLOBS 12 petridish: blobby amoeba like shapes
PRIM_BUMP_SIDING 13 siding
PRIM_BUMP_LARGETILE 14 stonetile
PRIM_BUMP_STUCCO 15 stucco
PRIM_BUMP_SUCTION 16 suction: rings
PRIM_BUMP_WEAVE 17 weave
PRIM_FULLBRIGHT, integer face ] 20 [ integer boolean ]
PRIM_FLEXIBLE ] 21 [ integer boolean, integer softness, float gravity, float friction, float wind, float tension, vector force ]
PRIM_TEXGEN, integer face ] 22 [ integer type ]
type Constants Description
PRIM_TEXGEN_DEFAULT 0
PRIM_TEXGEN_PLANAR 1
PRIM_POINT_LIGHT ] 23 [ integer boolean, vector color, float intensity, float radius, float falloff ]
PRIM_GLOW, integer face ] 25 [ float intensity ]
PRIM_CAST_SHADOWS ] 24 [ integer boolean ] Shadow casting for the primitive,DEPRECATED
[ 1 ]
PRIM_TYPE_LEGACY
1 [ integer flag, paramaters ]
flag Constants Flag Parameters
PRIM_TYPE_BOX 0 [ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
PRIM_TYPE_CYLINDER 1 [ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
PRIM_TYPE_PRISM 2 [ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
PRIM_TYPE_SPHERE 3 [ vector cut, float hollow, vector dimple ]
PRIM_TYPE_TORUS 4 [ vector cut, float hollow, float twist_end, float hole_size_y, vector top_shear, vector advanced_cut ]
PRIM_TYPE_TUBE 5 [ vector cut, float hollow, float twist_end, float topshear_x ]

Caveats

  • If face is ALL_SIDES then the flag works on all sides.
  • If face indicates a face that does not exist the flag return is ...
flag Return if face is invalid
[ PRIM_TEXTURE ] [ "", ZERO_VECTOR, ZERO_VECTOR, 0.0 ]
[ PRIM_COLOR ] [ ZERO_VECTOR, 0.0 ]
[ PRIM_BUMP_SHINY ] [ PRIM_SHINY_NONE, PRIM_BUMP_NONE ]
[ PRIM_FULLBRIGHT ] [ FALSE ]
[ PRIM_TEXGEN ] [ PRIM_TEXGEN_DEFAULT ]
  • If map is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If map is a UUID then there are no new asset permissions consequences for the object.
    • The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.
  • If texture is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If texture is a UUID then there are no new asset permissions consequences for the object.
    • The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.