Category:LSL Integer/bit mask

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bit_mask is a subtype of bit_field
bit_field is a subtype of integer.

The functions and constants in this category all take or return a bit_mask parameter. Events in this category expose a bit_mask parameter.


The big difference between a bit_mask and a bit_field is that a bit_mask is usually the bits you want to manipulate in the bit_field.

Values

bit_mask values are often made up of one or more of the following special values:

Constants Default Description
STATUS_PHYSICS 0x001 FALSE Object is physical
STATUS_ROTATE_X 0x002 TRUE Can turn along this axis (physical objects only)
STATUS_ROTATE_Y 0x004 TRUE Can turn along this axis (physical objects only)
STATUS_ROTATE_Z 0x008 TRUE Can turn along this axis (physical objects only)
STATUS_PHANTOM 0x010 FALSE Object is phantom
STATUS_SANDBOX 0x020 FALSE Keep object within 10 meters and in the same region
STATUS_BLOCK_GRAB 0x040 FALSE Prevent click-and-drag movement on the root prim
STATUS_DIE_AT_EDGE 0x080 FALSE* Delete and do not return object if it goes off world
STATUS_RETURN_AT_EDGE 0x100 FALSE Return object to owner if it goes off world
STATUS_CAST_SHADOWS 0x200 TRUE not currently used
STATUS_BLOCK_GRAB_OBJECT 0x400 FALSE Prevent click-and-drag movement on all prims in the object
STATUS_DIE_AT_NO_ENTRY 0x800 FALSE Delete and do not return object if it cannot enter a parcel
* STATUS_DIE_AT_EDGE - If the object is rezzed by a script, the default is TRUE
STATUS_DIE_AT_NO_ENTRY - No-copy objects ignore this flag and remain in-world
Flags Description
VEHICLE_FLAG_NO_DEFLECTION_UP 0x001 This flag prevents linear deflection parallel to world z-axis. This is useful for preventing ground vehicles with large linear deflection, like "Wikipedia logo"bumper cars, from climbing their linear deflection into the sky.
VEHICLE_FLAG_LIMIT_ROLL_ONLY 0x002 For vehicles with vertical attractor that want to be able to climb/dive, for instance, airplanes that want to use the banking feature.
VEHICLE_FLAG_HOVER_WATER_ONLY 0x004 Ignore terrain height when hovering.
VEHICLE_FLAG_HOVER_TERRAIN_ONLY 0x008 Ignore water height when hovering.
VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT 0x010 Hover at global height instead of height above ground or water.
VEHICLE_FLAG_HOVER_UP_ONLY 0x020 Hover doesn't push down. Use this flag for hovering vehicles that should be able to jump above their hover height.
VEHICLE_FLAG_LIMIT_MOTOR_UP 0x040 Prevents ground vehicles from motoring into the sky. This flag has a subtle effect when used with conjunction with banking: the strength of the banking will decay when the vehicle no longer experiences collisions. The decay timescale is the same as VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering when they are in mid jump.
VEHICLE_FLAG_MOUSELOOK_STEER 0x080 Steer the vehicle using the mouse. Use this flag to make the angular motor try to make the vehicle turn such that its local x-axis points in the same direction as the client-side camera.
VEHICLE_FLAG_MOUSELOOK_BANK 0x100 Same as above, but relies on banking. It remaps left-right motions of the client camera (also known as "yaw") to rotations about the vehicle's local x-axis.
VEHICLE_FLAG_CAMERA_DECOUPLED 0x200 Makes mouselook camera rotate independently of the vehicle. By default the client mouselook camera will rotate about with the vehicle, however when this flag is set the camera direction is independent of the vehicle's rotation.

Pages in category "LSL Integer/bit mask"

The following 4 pages are in this category, out of 4 total.