LlGetLinkPrimitiveParams
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Summary
Function: list llGetLinkPrimitiveParams( integer link, list params );| 354 | Function ID |
| 0.0 | Forced Delay |
| 10.0 | Energy |
Identical to llGetPrimitiveParams except that it acts on the prim specified by the link number given.
Returns the list of primitive attributes requested in the params list for link
| • integer | link | – | Link number (0: unlinked, 1: root prim, >1: child prims) or a LINK_* flag to get the parameters of | |
| • list | params | – | PRIM_* flags |
PRIM_* flags can be broken into three categories, face flags, prim flags, and object flags.
- Supplying a prim or object flag will return that flags attributes.
- Face flags require the user to also supply a side parameter.
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| Parameter | Return Values | Description | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| [ PRIM_NAME ] | 27 | [ string name ] | Name: llGetObjectName | ||||||||||||||||||
| [ PRIM_DESC ] | 28 | [ string description ] | Description: llGetObjectDesc | ||||||||||||||||||
| [ PRIM_TYPE ] | 9 | [ integer flag ] | Gets the prim shape. | ||||||||||||||||||
| flag Constants | Additional Return Values | ||||||||||||||||||||
| 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 map, integer 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. | ||||||||||||||||||
| 5 | Mesh model | With this subtype, PRIM_TYPE_SCULPT's map parameter is read-only, when read NULL_KEY is returned.In other words this can only be used to determine that a prim is of the mesh subtype. | |||||||||||||||||||
| 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_SLICE ] | 35 | [ vector slice ] | Gets the prim's slice (a shape attribute). | ||||||||||||||||||
| [ PRIM_PHYSICS_SHAPE_TYPE ] | 30 | [ integer type ] | Gets the prim's physics shape type. | ||||||||||||||||||
| type Flags | V | Description | Notes | ||||||||||||||||||
| PRIM_PHYSICS_SHAPE_PRIM | 0 | Use the normal prim shape for physics | default for all non-mesh objects | ||||||||||||||||||
| PRIM_PHYSICS_SHAPE_CONVEX | 2 | Use the convex hull of the prim shape for physics | default for all mesh objects | ||||||||||||||||||
| PRIM_PHYSICS_SHAPE_NONE | 1 | Ignore this prim in the physics shape. | This cannot be applied to the root prim or avatars. | ||||||||||||||||||
| [ PRIM_MATERIAL ] | 2 | [ integer material ] | Gets the prim's material. The material determines the default collision sound, sprite, friction coefficient and restitution coefficient. | ||||||||||||||||||
| material Flags | Description | Friction | Restitution | ||||||||||||||||||
| PRIM_MATERIAL_STONE | 0 | stone | 0.8 | 0.4 | |||||||||||||||||
| PRIM_MATERIAL_METAL | 1 | metal | 0.3 | 0.4 | |||||||||||||||||
| PRIM_MATERIAL_GLASS | 2 | glass | 0.2 | 0.7 | |||||||||||||||||
| PRIM_MATERIAL_WOOD | 3 | wood | 0.6 | 0.5 | |||||||||||||||||
| PRIM_MATERIAL_FLESH | 4 | flesh | 0.9 | 0.3 | |||||||||||||||||
| PRIM_MATERIAL_PLASTIC | 5 | plastic | 0.4 | 0.7 | |||||||||||||||||
| PRIM_MATERIAL_RUBBER | 6 | rubber | 0.9 | 0.9 | |||||||||||||||||
| | 7 | light, DEPRECATED: Looks the same as [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ] | |||||||||||||||||||
| [ PRIM_PHYSICS ] | 3 | [ integer boolean ] | Physics status llGetStatus | ||||||||||||||||||
| [ PRIM_TEMP_ON_REZ ] | 4 | [ integer boolean ] | Temporary attribute | ||||||||||||||||||
| [ PRIM_PHANTOM ] | 5 | [ integer boolean ] | Phantom status llGetStatus | ||||||||||||||||||
| [ PRIM_POSITION ] | 6 | [ vector position ] | Position, llGetPos | ||||||||||||||||||
| [ PRIM_POS_LOCAL ] | 33 | [ vector position ] | Local position, llGetLocalPos | ||||||||||||||||||
| [ PRIM_ROTATION ] | 8 | [ rotation rot ] | Global rotation, llGetRot | ||||||||||||||||||
| [ PRIM_ROT_LOCAL ] | 29 | [ rotation rot ] | Local rotation, llGetLocalRot | ||||||||||||||||||
| [ PRIM_SIZE ] | 7 | [ vector size ] | Size, llGetScale | ||||||||||||||||||
| [ PRIM_TEXTURE, integer face ] | 17 | [ string texture, vector repeats, vector offsets, float rotation_in_radians ] |
| ||||||||||||||||||
| [ PRIM_TEXT ] | 26 | [ string text, vector color, float alpha ] | Floating Text: NA | ||||||||||||||||||
| [ PRIM_COLOR, integer face ] | 18 | [ vector color, float alpha ] |
| ||||||||||||||||||
| [ PRIM_BUMP_SHINY, integer face ] | 19 | [ integer shiny, integer bump ] | |||||||||||||||||||
| shiny & bump Flags | 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 mode ] | |||||||||||||||||||
| mode Constants | Description | ||||||||||||||||||||
| PRIM_TEXGEN_DEFAULT | 0 | The texture repeats units are in texture repeats per face. | |||||||||||||||||||
| PRIM_TEXGEN_PLANAR | 1 | The texture repeats units are in texture repeats per half meter. This is in contrast to the in-world editing tool, in which the planar texture scaling units are repeats per meter. | |||||||||||||||||||
| [ PRIM_POINT_LIGHT ] | 23 | [ integer boolean, vector color, float intensity, float radius, float falloff ] | |||||||||||||||||||
| [ PRIM_GLOW, integer face ] | 25 | [ float intensity ] | |||||||||||||||||||
| [ PRIM_OMEGA ] | 32 | [ vector axis, float spinrate, float gain ] | llTargetOmega | ||||||||||||||||||
| [ PRIM_LINK_TARGET ] | 34 | [ integer link_target ] | Multiple llGetLinkPrimitiveParams calls. | ||||||||||||||||||
| [ | 24 | [ integer boolean ] | DEPRECATED: Shadow casting for the primitive | ||||||||||||||||||
Caveats
- link needs to be either an actual link number or a link constants that equate to a single prim, such as LINK_ROOT and LINK_THIS.
- LINK_SET, LINK_ALL_CHILDREN and LINK_ALL_OTHERS will not work.
- The prim description is limited to 127 bytes, any string longer then that will be truncated. This truncation does not always happen when the attribute is set or read.
- The pipe character '|' and the newline character '\n' are not legal in a prim's description, they will be replaced by with '?'[2].
- Note that when people have "Hover Tips on All Objects" selected in the viewer's "View" menu, they'll see the object description pop-up for any object under their mouse pointer. For that reason, it is good practice to only set human-friendly information in the description (e.g. keys and such).
- When an attached object is detached, changes made by script to the name and description (of the root prim) of the attachment will be lost. While the object is attached the name and description can be changed but it will not be reflected in inventory. This caveat does not apply to child prims.
- repeats is not only used to get the number of repeats but the sign of the individual components indicate if "Flip" is set.
- In the default texture mapping mode the texture repeats units are in texture repeats per face. In the planar texture mapping mode the texture repeats units are in texture repeats per half meter. This is in contrast to the in-world editing tool, in which the planar texture scaling units are repeats per meter.
- Do not rely on Floating Text as a storage medium; it is neither secure nor finalized.
- Floating text has been altered in past server updates, breaking existing content; future changes may occur.
- Even "invisible"[3] floating text is transmitted to the client.
- It can be viewed by anyone with a client that is capable of rendering text that is supposed to be invisible.
- The network packets that contain the text can be sniffed and the text read.
- top_size and client values are different, the ranges do not line up, conversion is required. This simple equation can be used: answer = 1.0 - value. See top_size Explained for more information.
- The value of map is NULL_KEY when the owner does not have full permissions to the object and the map asset is not in the prim's inventory.
- 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.
- position is always in region coordinates, even if the prim is a child or the root prim of an attachment.
- rot is always the global rotation, even if the prim is a child or the root prim of an attachment.
- PRIM_ROTATION incorrectly reports the avatars rotation when called on the root of an attached object. Use PRIM_ROT_LOCAL for the root prim instead.
- PRIM_OMEGA on nonphysical objects, and child prims of physical objects, is only a client side effect; the object or prim will collide as non-moving geometry.
- PRIM_OMEGA cannot be used on avatars sitting on the object. It will emit the error message "PRIM_OMEGA disallowed on agent".
- If PRIM_OMEGA does not appear to be working, make sure that that Develop > Network > Velocity Interpolate Objects is enabled on the viewer.
- If link (or PRIM_LINK_TARGET's link_target) describes a seated avatar...
- Flags not explicitly mentioned have obvious values.
- PRIM_NAME will return the avatar's legacy name.
- PRIM_DESC will return
"". - PRIM_TYPE will return
[PRIM_TYPE_BOX, PRIM_HOLE_DEFAULT, <0., 1., 0.>, 0., <0., 0., 0.>, <1., 1., 0.>, <0., 0., 0.>] - PRIM_SLICE will return
[<0., 1., 0.>] - PRIM_MATERIAL will return
PRIM_MATERIAL_FLESH. - PRIM_TEMP_ON_REZ will return
FALSE. - PRIM_PHANTOM will return
FALSE. - PRIM_SIZE will return
llGetAgentSize(llGetLinkKey(link)). - PRIM_TEXT will return
["", <0., 0., 0.>, 1.]. - PRIM_POINT_LIGHT will return
[FALSE, <0., 0., 0.>, 0., 0., 0.]. - PRIM_FLEXIBLE will return
[FALSE, 0, 0., 0., 0., 0., <0., 0., 0.>]. - PRIM_COLOR, PRIM_TEXTURE, PRIM_GLOW, PRIM_FULLBRIGHT, PRIM_BUMP_SHINY, PRIM_TEXGEN
- will return the values for 21 faces.[5]
- Regardless of the face specified, the values are always defaults:
flag Flag return for a single face. [ PRIM_COLOR ] [ ZERO_VECTOR, 0.0 ] [ PRIM_GLOW ] [ 0.0 ] [ PRIM_TEXGEN ] [ PRIM_TEXGEN_DEFAULT ] [ PRIM_TEXTURE ] [ "", ZERO_VECTOR, ZERO_VECTOR, 0.0 ] [ PRIM_FULLBRIGHT ] [ FALSE ] [ PRIM_BUMP_SHINY ] [ PRIM_SHINY_NONE, PRIM_BUMP_NONE ]
- If face is ALL_SIDES then the flag works on all sides.
- If face indicates a face that does not exist the flag returns nothing.
- PRIM_LINK_TARGET is a special paramter which can be inserted to perfom actions on multiple prims on the linkset with one call.
- The legacy value of PRIM_TYPE, 1, is not supported by this function as a flag[6].
Examples
To test whether an object is a point light source, and if so get its parameters:
string msg = "Object is "; integer isLight; vector colour; float intensity; float radius; float falloff; list params = llGetLinkPrimitiveParams(LINK_THIS, [PRIM_POINT_LIGHT]); isLight = llList2Integer(params, 0); if (isLight == FALSE) msg += "not a light source."; else { colour = llList2Vector(params, 1); intensity = llList2Float(params, 2); radius = llList2Float(params, 3); falloff = llList2Float(params, 4); msg += "a point light source.\nColour = "+(string)colour; msg += "\nIntensity = "+(string)intensity; msg += "\nRadius = "+(string)radius; msg += "\nFalloff = "+(string)falloff; } llSay(0, msg);
//code snippets by Strife Onizuka, Xen Lisle and Kireji Haiku integer AreAllPrimsAreGlowing() { //The root prim is either link number is 0 or 1 //It is only zero if it is a single prim object with no avatars sitting on it. //llGetNumberOfPrims() returns the number of prims and seated avatars. integer link = llGetNumberOfPrims() > 1; //We want to loop over all prims but not avatars, so we need to know how many prims there are. //Fortunately the avatars are added to the end of the link set, their link numbers always come after the last prim. //llGetObjectPrimCount(llGetKey()) only returns only the number of prims, it doesn't count avatars. //To determine the upper bound, we need to take into consideration the link number of the root prim. integer end = link + llGetObjectPrimCount(llGetKey()); for(;link < end; ++link)//loop through all prims { if( llListStatistics(LIST_STAT_MAX, llGetLinkPrimitiveParams(link, [PRIM_GLOW, ALL_SIDES])) <= 0.0) {//we can exit early because we know that if this value is less than or equal to zero, so will the minimum return FALSE; } } //we didn't find a single value that was less than or equal to zero, QED, they are all greater than zero. return TRUE; } default { touch_start(integer num_detected) { if(AreAllPrimsAreGlowing()) llSay(0, "All prims glowing."); else llSay(0, "Not all prims glowing."); } }
Useful Snippets
list GetLinkPrimitiveParams(integer link, list input) {//Returns a list that can be fed to llSetPrimitiveParams list output; integer c = ~llGetListLength(input); while(0x80000000 & (c = - ~c)) { list flag = (list)llList2Integer(input, c); if(~llListFindList([PRIM_BUMP_SHINY, PRIM_COLOR, PRIM_TEXTURE, PRIM_FULLBRIGHT, PRIM_TEXGEN, PRIM_GLOW], flag )) { integer side = llList2Integer(input, (c = - ~c)); if(~side)//pop the stack output += flag + side + llGetLinkPrimitiveParams(link, flag + side ); else for(side = llGetLinkNumberOfSides(link); side; ) //we return the sides in reverse order, easier to code; runs faster. output += flag + side + llGetLinkPrimitiveParams(link, flag + (side = ~ -side) ); } else output += flag + llGetLinkPrimitiveParams(link, flag ); } return output; } //Contributed by Strife Onizuka
SetPrimitiveParams-Example by Anylyn Hax makes reading primitive parameters easy.
Notes
Link Numbers
Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.
- If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
- However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.
When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating the avatars first.
Counting Prims & Avatars
There are two functions of interest when trying to find the number of prims and avatars on an object.
-
llGetNumberOfPrims()- Returns the number of prims and seated avatars. -
llGetObjectPrimCount(llGetKey())- Returns only the number of prims in the object but will return zero for attachments.
integer GetPrimCount() { //always returns only the number of prims if(llGetAttached())//Is it attached? return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on. return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments. }See llGetNumberOfPrims for more about counting prims and avatars.
Link Numbers
Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.
- If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
- However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.
When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating the avatars first.
Counting Prims & Avatars
There are two functions of interest when trying to find the number of prims and avatars on an object.
-
llGetNumberOfPrims()- Returns the number of prims and seated avatars. -
llGetObjectPrimCount(llGetKey())- Returns only the number of prims in the object but will return zero for attachments.
integer GetPrimCount() { //always returns only the number of prims if(llGetAttached())//Is it attached? return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on. return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments. }See llGetNumberOfPrims for more about counting prims and avatars.
See Also
Functions
| • | llGetLinkNumber | – | Returns the link number of the prim the script is in. | |
| • | llGetLinkNumber | – | Returns the link number of the prim the script is in. | |
| • | llSetLinkPrimitiveParamsFast | – | Set many primitive parameters without delay | |
| • | llSetLinkPrimitiveParams | – | Set many primitive parameters | |
| • | llSetPrimitiveParams | – | Set many primitive parameters | |
| • | llGetPrimitiveParams | – | Get many primitive parameters | |
| • | llGetObjectDetails |
Articles
| • | Limits | – | SL limits and constrictions | |
| • | Color in LSL | |||
| • | Translucent Color | |||
| • | Color in LSL | |||
| • | Translucent Color |
Deep Notes
| Range[4] | Top Tapered | No Tapering | Bottom Tapered | |
|---|---|---|---|---|
| Client | [-1, 1] | 1.0 | 0.0 | -1.0 |
| PRIM_TYPE | [0, 2] | 0.0 | 1.0 | 2.0 |
| LEGACY | [0, 1] | 0.0 | 1.0 | NA |
| Client < 1.11 | [0, 1] | 0.0 | 1.0 | NA |
top_size Explained
When the original PRIM_TYPE interface was retired (PRIM_TYPE_LEGACY, SL 1.5), the new PRIM_TYPE interface did not yet support tapering of the bottom of the prim, this feature wasn't added until SL 1.11 (two years later). Instead of retiring the new PRIM_TYPE when it was added, the range of top_size was enlarged; meanwhile in the client they redefined the parameter and it's values. This redefinition and range enlargement resulted in two interfaces that did the same thing but achieved it through different values. Meanwhile PRIM_TYPE_LEGACY's interface was not updated to support tapering of the bottom of the prim. Consequently all three interfaces have different ranges, making for a rather nasty caveat.
Footnotes
- ^ LINK_ROOT does not work on single prim objects!
- ^ The pipe character historically has been used to separate fields in the serialized version of inventory. The field is not multi-line so the newline character holds no meaning in this context.
- ^ Floating text with an alpha set to 0.0 is rendered "invisible"
- ^ The ranges in this article are written in Interval Notation.
- ^ Avatars really have 29 textures, llGetLinkNumberOfSides however returns 0 - SVC-6646[c].
- ^ llGetPrimitiveParams came after PRIM_TYPE_LEGACY was deprecated.

