LlSetPrimitiveParams

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Summary

Summary: llSetPrimitiveParams, llSetLinkPrimitiveParams, llSetLinkPrimitiveParamsFast

These functions are almost entirely identical. For almost all situations we recommend you use llSetLinkPrimitiveParamsFast.

These are very powerful & sharp functions. Each PRIM_* rule takes at least one parameter and has its own quirks and its own dedicated article with specific information.

There are two differences:

llSetPrimitiveParams

Function: llSetPrimitiveParams( list rules );

Sets the prim's parameters according to rules.

• list rules

Please consider using llSetLinkPrimitiveParamsFast in combination with LINK_THIS instead. You avoid the 0.2 second delay.

Although it might not seem obvious you actually can set link rules using this function in combination with PRIM_LINK_TARGET, however for your own sake please use llSetLinkPrimitiveParams or llSetLinkPrimitiveParamsFast instead.

llSetLinkPrimitiveParams

Function: llSetLinkPrimitiveParams( integer link, list rules );

Sets the prims parameters according to rules.

• integer link Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
• list rules

Please consider using llSetLinkPrimitiveParamsFast instead. You avoid the 0.2 second delay.

llSetLinkPrimitiveParamsFast

Function: llSetLinkPrimitiveParamsFast( integer link, list rules );

Sets the prims parameters according to rules.

• integer link Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
• list rules

This function is fast compared to the above variations, not other LSL functions.
Caveats
  • Sometimes llSetLinkPrimitiveParamsFast is too fast, that is to say, the function returns and the next line of code executes & returns before the update has been processed, resulting in the updates being out of order. In most situations there is no difference in behavior but sometimes there is, in those cases you need to use: llSetPrimitiveParams or llSetLinkPrimitiveParams
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Flag Description
LINK_ROOT 1 refers to the root prim in a multi-prim linked set[1]
LINK_SET -1 refers to all prims
LINK_ALL_OTHERS -2 refers to all other prims
Flag Description
LINK_ALL_CHILDREN -3 refers to all children, (everything but the root)
LINK_THIS -4 refers to the prim the script is in
Flag V Description Usage
PRIM_NAME 27 Sets the prim's name. PRIM_NAME, string name ]
PRIM_DESC 28 Sets the prim's description. PRIM_DESC, string description ]
PRIM_TYPE 9 Sets the prim's shape. PRIM_TYPE, integer flag ] + flag_parameters
PRIM_SLICE 35 Sets the prim's slice (a shape attribute). PRIM_SLICE, vector slice ]
PRIM_PHYSICS_SHAPE_TYPE 30 Sets the prim's physics shape type. PRIM_PHYSICS_SHAPE_TYPE, integer type ]
PRIM_MATERIAL 2 Sets the prim's material. PRIM_MATERIAL, integer flag ]
PRIM_PHYSICS 3 Sets the object's physics status. PRIM_PHYSICS, integer boolean ]
PRIM_TEMP_ON_REZ 4 Sets the object's temporary attribute. PRIM_TEMP_ON_REZ, integer boolean ]
PRIM_PHANTOM 5 Sets the object's phantom status. PRIM_PHANTOM, integer boolean ]
PRIM_POSITION 6 Sets the prim's position. PRIM_POSITION, vector position ]
PRIM_POS_LOCAL 33 Sets the prim's local position. PRIM_POS_LOCAL, vector position ]
PRIM_ROTATION 8 Sets the prim's global rotation. PRIM_ROTATION, rotation rot ]
PRIM_ROT_LOCAL 29 Sets the prim's local rotation. PRIM_ROT_LOCAL, rotation rot ]
PRIM_SIZE 7 Sets the prim's size. PRIM_SIZE, vector size ]
PRIM_TEXTURE 17 Sets the prim's texture attributes. PRIM_TEXTURE, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians ]
PRIM_TEXT 26 Sets the prim's floating text. PRIM_TEXT, string text, vector color, float alpha ]
PRIM_COLOR 18 Sets the face's color. PRIM_COLOR, integer face, vector color, float alpha ]
PRIM_BUMP_SHINY 19 Sets the face's shiny & bump. PRIM_BUMP_SHINY, integer face, integer shiny, integer bump ]
PRIM_POINT_LIGHT 23 Sets the prim as a point light. PRIM_POINT_LIGHT, integer boolean, vector color, float intensity, float radius, float falloff ]
PRIM_FULLBRIGHT 20 Sets the face's full bright flag. PRIM_FULLBRIGHT, integer face, integer boolean ]
PRIM_FLEXIBLE 21 Sets the prim as flexible. PRIM_FLEXIBLE, integer boolean, integer softness, float gravity, float friction, float wind, float tension, vector force ]
PRIM_TEXGEN 22 Sets the face's texture mode. PRIM_TEXGEN, integer face, integer type ]
PRIM_GLOW 25 Sets the face's glow attribute. PRIM_GLOW, integer face, float intensity ]
PRIM_OMEGA 32 Sets the prim's spin to the specified axis and rate. PRIM_OMEGA, vector axis, float spinrate, float gain ]
PRIM_NORMAL 37 Sets the prim's normal map attributes. PRIM_NORMAL, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians ]
PRIM_SPECULAR 36 Sets the prim's specular map attributes. PRIM_SPECULAR, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossiness, integer environment ]
PRIM_ALPHA_MODE 38 Sets the prim's diffuse texture alpha rendering mode attributes. PRIM_ALPHA_MODE, integer face, integer alpha_mode, integer mask_cutoff ]
PRIM_LINK_TARGET 34 Sets the next linknumber to use in the linkset. PRIM_LINK_TARGET, integer link_target ]
PRIM_CAST_SHADOWS 24 Sets the prim's cast shadow attribute. (DEPRECATED) PRIM_CAST_SHADOWS, integer boolean ]
PRIM_TYPE_LEGACY[2] 1 Sets the prim's shape (legacy mode, DEPRECATED). [ 1, integer flag ] + flag_parameters
Parameter Additional Parameters Description
PRIM_NAME ] 27 [ string name ] Name: llSetObjectName
PRIM_DESC ] 28 [ string description ] Description: llSetObjectDesc
PRIM_TYPE ] 9 [ integer flag ] + flag_parameters 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_A 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_ZZZZZZZZ 63
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 ] Sets the prim's slice (a shape attribute).
PRIM_PHYSICS_SHAPE_TYPE ] 30 [ integer type ] Sets the prim's physics shape type.
type Flags V Description Notes
PRIM_PHYSICS_SHAPE_PRIM 0 The visible shape of the prim determines its physics-shape default for all non-mesh prims
PRIM_PHYSICS_SHAPE_CONVEX 2 Use the convex hull formulas for generating the prim's physics-shape default for all mesh prims
PRIM_PHYSICS_SHAPE_NONE 1 The prim will not contribute to the object's physics-shape This cannot be applied to the root prim or avatars.

This prim has no physics representation at all. Like phantom objects, it will not collide with avatars or other objects. Unlike phantom prims, it will also pass freely through the terrain when the parent object is physical. Like volume detect it doesn't collide with terrain. Unlike volume detect, it will not register collision events.

PRIM_MATERIAL ] 2 [ integer material ] Sets 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
PRIM_MATERIAL_LIGHT 7 light, DEPRECATED: Looks the same as [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ] 0.6 0.5
PRIM_PHYSICS ] 3 [ integer boolean ] Physics status llSetStatus
PRIM_TEMP_ON_REZ ] 4 [ integer boolean ] Temporary attribute
PRIM_PHANTOM ] 5 [ integer boolean ] Phantom status llSetStatus
PRIM_POSITION ] 6 [ vector position ] Position, llSetPos
PRIM_POS_LOCAL ] 33 [ vector position ] Local position, llSetPos
PRIM_ROTATION ] 8 [ rotation rot ] Global rotation, llSetRot (broken for child prims)
PRIM_ROT_LOCAL ] 29 [ rotation rot ] Local rotation, llSetLocalRot
PRIM_SIZE ] 7 [ vector size ] Size, llSetScale
PRIM_TEXTURE, integer face ] 17 [ string texture, vector repeats, vector offsets, float rotation_in_radians ]
Texture: llSetTexture
Repeats: llScaleTexture
Offset: llOffsetTexture
Rotation: llRotateTexture
PRIM_TEXT ] 26 [ string text, vector color, float alpha ] Floating Text: llSetText
PRIM_COLOR, integer face ] 18 [ vector color, float alpha ]
Alpha: llSetAlpha
Color: llSetColor
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_NORMAL, integer face ] 37 string texture, vector repeats, vector offsets, float rotation_in_radians ]
PRIM_SPECULAR, integer face ] 36 string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossiness integer environment ]
PRIM_ALPHA_MODE, integer face ] 38 integer alpha_mode, integer mask_cutoff ]
34 [] Multiple llSetLinkPrimitiveParams calls.
PRIM_CAST_SHADOWS ] 24 [ integer boolean ] DEPRECATED: Shadow casting for the primitive
[ 1 ]
PRIM_TYPE_LEGACY[2]
1 [ integer flag] + flag_parameters
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

  • 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 '?'[3].
  • 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.
  • 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.
  • repeats is not only used to set the number of repeats but the sign of the individual components is also used to set the "Flip" attribute.
  • 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"[4] 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.
  • PRIM_TYPE can only be used with LINK_SET if the object contains 10 or fewer prims. It can only be used with LINK_ALL_OTHERS or LINK_ALL_CHILDREN if the object contains 11 or fewer prims. If there are more prims, the operation will fail and an error will be shouted to DEBUG_CHANNEL. Work around this by looping through the prims with llSetLinkPrimitiveParamsFast.
  • PRIM_TYPE will silently fail when executed by a script placed inside a mesh, whether the affect object is the mesh or not (in linksets for example), use a normal prim as your root prim.
  • 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.
  • PRIM_POSITION caveats
    • Depending upon the situation position may need to be in local coordinates or region coordinates, See llSetPos#Specification for details.
      • It is usually not a good idea to combine PRIM_POSITION with LINK_SET. The root will treat the coordinates as world or attachment, while the children will treat them as local, yielding inconsistent results or failure. If you want to move the object as a unit, use LINK_ROOT instead.
    • The range the prim can move is limited if it is an unattached root prim. The distance is capped to 10m per PRIM_POSITION call. See WarpPos. This is a very special case. Do not rely on rule duplication of other flags - the results are undefined, and things will break in the future.
    • Moving avatars with PRIM_POSITION
      • Moving the prim the avatar sat upon does not move the avatar.
      • Moving an avatar does not move the prim they sat upon.
      • Sit-target coordinates do not easily map to prim coordinates, use UpdateSitTarget.
      • If position is greater than 54 meters away from the center, the repositioning will silently fail.
  • 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 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.
  • repeats is not only used to set the number of repeats but the sign of the individual components is also used to set the "Flip" attribute.
  • To clear the normal map parameters from the face (and possibly remove the material), set texture to NULL_KEY (the other parameters must be supplied in this case but will be ignored).
  • Note that whenever any face in a linkset contains a material (i.e. has a non-default PRIM_NORMAL, PRIM_SPECULAR, or PRIM_ALPHA_MODE), the linkset will use the new accounting system.
  • 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.
  • 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.
  • repeats is not only used to set the number of repeats but the sign of the individual components is also used to set the "Flip" attribute.
  • To clear the specular map parameters from the face (and possibly remove the material), set texture to NULL_KEY (the other parameters must be supplied in this case but will be ignored).
  • Note that whenever any face in a linkset contains a material (i.e. has a non-default PRIM_NORMAL, PRIM_SPECULAR, or PRIM_ALPHA_MODE), the linkset will use the new accounting system.
  • 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.
  • If face is ALL_SIDES then the flag works on all sides.
  • The flag silently fails if its face value indicates a face that does not exist.
  • PRIM_PHANTOM, PRIM_PHYSICS and PRIM_TEMP_ON_REZ applies to the entire object (linkset).
  • Values may drift, become truncated or be range limited. Some limits are applied by the client during deserialization before rendering, others are applied by the simulator before storing the values.
  • PRIM_LINK_TARGET is a special parameter which can be inserted to perform actions on multiple prims on the linkset with one call.
  • Scripts written before September 2004 that use PRIM_TYPE depend on PRIM_TYPE to have the value 1; if these scripts are recompiled, the new value of PRIM_TYPE will be used, causing errors at runtime.
    • To fix this, replace the PRIM_TYPE flag with the value 1 or update to the newer PRIM_TYPE syntax.
  • PRIM_ROTATION is bugged in child prims. See Useful Snippets for a workaround, or the linked SVC-93 issue below.
  • This function will return an error if fed data of the wrong type. This is problematic when feeding data into it from user input or notecard. To remedy this, see this List Cast function: list_cast
  • Applying an operation to LINK_SET will apply it first to the root prim, then to each child prim.
  • The sim will clamp attributes before storing them.
  • The client will clamp attributes before rendering.
  • Some prim properties are reset by this function
    • A flexible prim will become not flexible
    • A sliced prim will become unsliced
    In order to preserve properties they must be saved and explicitly set in the function call
Important: When wanting to change the alpha value of a face, please consider using llSetLinkAlpha(integer link, float alpha, integer face); instead of llSetLinkPrimitiveParamsFast(integer link, [ PRIM_COLOR, integer face, vector color, float alpha ]);, that way you don't have to mess with the color settings. Also don't expect llSetLinkPrimitiveParamsFast being faster than llSetText when setting a float text property within a loop like at "% loading" status bars. Measurements showed llSetText being 3-4 times faster. That also might applies for similar functions.
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Examples

A simple script to light up a prim in a linkset when touched, and unlight the others using llSetLinkPrimitiveParams, when script is installed in the root prim of the linkset.

// Turn all prims off and the one touched turn on
 
default
{
    touch_start(integer num_detected)
    {
        llSetLinkPrimitiveParamsFast(LINK_SET, [
                PRIM_FULLBRIGHT, ALL_SIDES, FALSE,
            PRIM_LINK_TARGET, llDetectedLinkNumber(0),
                PRIM_FULLBRIGHT, ALL_SIDES, TRUE]);
    }
}

A simple script which moves all child prims .25m forward on the root's Z axis, when touched.

default
{
    touch_start(integer total_number)
    {
        integer numberOfPrims = llGetNumberOfPrims();
 
        if (numberOfPrims < 2) return;
 
        vector  link_pos;
        list    params;
 
        integer link = 2;// start with first child prim
        do
        {
//          get a child prim's local position (i.e, relative to the root prim)
            link_pos = llList2Vector(llGetLinkPrimitiveParams(link, [PRIM_POS_LOCAL]), 0);
 
            link_pos.z += 0.25;// relative to root's local z-axis !!!
 
            params += [PRIM_LINK_TARGET, link,
                            PRIM_POS_LOCAL, link_pos];
        }
        while (++link <= numberOfPrims);
 
        if (!llGetListLength(params)) return;
 
//      the params list starts with a PRIM_LINK_TARGET (a hack so we can start
//      with the first child prim), so it doesn't really matter which number you
//      put as first parameter in this function call
        llSetLinkPrimitiveParamsFast(2, params);
    }
}
Important: You can use one function call instead of two when making use of PRIM_LINK_TARGET.
Preferred method using PRIM_LINK_TARGET Second method does the same effect-wise.
//  color the root prim red and the first linked-prim green
 
default
{
    touch_start(integer num_detected)
    {
        llSetLinkPrimitiveParamsFast(LINK_ROOT, [
                PRIM_COLOR, ALL_SIDES, <1.0, 0.0, 0.0>, 1.0,
            PRIM_LINK_TARGET, 2,
                PRIM_COLOR, ALL_SIDES, <0.0, 1.0, 0.0>, 1.0]);
    }
}
//  color the root prim red and the first linked-prim green
 
default
{
    touch_start(integer num_detected)
    {
        llSetLinkPrimitiveParamsFast(LINK_ROOT, [
                PRIM_COLOR, ALL_SIDES, <1.0, 0.0, 0.0>, 1.0]);
        llSetLinkPrimitiveParamsFast(2, [
                PRIM_COLOR, ALL_SIDES, <0.0, 1.0, 0.0>, 1.0]);
    }
}
Combining function calls
// Combined function calls
 
default
{
    touch_start(integer num_detected)
    {
        // color prim faces, set texture and set fullbright
        llSetPrimitiveParams([
            PRIM_COLOR, ALL_SIDES, ZERO_VECTOR, 1.0,
            PRIM_COLOR, 3, <1.0, 1.0, 1.0>, 1.0,
            PRIM_TEXTURE, 3, "4d304955-2b01-c6c6-f545-c1ae1e618288", <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0,
            PRIM_FULLBRIGHT, 3, TRUE]);
    }
}
// Single function calls
 
default
{
    touch_start(integer num_detected)
    {
        // color prim faces
        llSetPrimitiveParams([
            PRIM_COLOR, ALL_SIDES, ZERO_VECTOR, 1,
            PRIM_COLOR, 3, <1.0, 1.0, 1.0>, 1.0]);
 
        // set texture
        llSetPrimitiveParams([
            PRIM_TEXTURE, 3, "4d304955-2b01-c6c6-f545-c1ae1e618288", <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0]);
 
        // set fullbright
        llSetPrimitiveParams([
            PRIM_FULLBRIGHT, 3, TRUE]);
    }
}
// And if you want to place it above your bed, to make you sleep well, and the coords
// of that place are, for example, <x, y, z>
llSetPrimitiveParams([
    PRIM_COLOR, ALL_SIDES, ZERO_VECTOR, 1.0,
    PRIM_COLOR, 3, <1.0,1.0,1.0>, 1.0,
    PRIM_TEXTURE, 3, "4d304955-2b01-c6c6-f545-c1ae1e618288", <1.0, 1.0, 0.0>, ZERO_VECTOR,0.0,
    PRIM_FULLBRIGHT, 3, TRUE,
    PRIM_POSITION, <x, y, z>]);
 
// You can set the texture of several sides at once, with no time penalty,
// just by repeating the param for that:
llSetPrimitiveParams([
    PRIM_TEXTURE, 3, "4d304955-2b01-c6c6-f545-c1ae1e618288", <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0,
    PRIM_TEXTURE, 4, "4d304955-2b01-c6c6-f545-c1ae1e618288", <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0]);

Top-size (taper)

default
{
    state_entry()
    {
        vector scale = llGetScale();
        float  X     = scale.x;
        float  Y     = scale.y;
 
        llSetPrimitiveParams([
            PRIM_SIZE, <X, Y, 0.1>, // keep the prim thin
            PRIM_TYPE, PRIM_TYPE_BOX, 0, <0.0,1.0,0.0>, 0.0, ZERO_VECTOR,
                <1.0 - (0.4 / X), 1.0 - (0.4 / Y), 0.0>, ZERO_VECTOR]);
        // We used the equation "answer = 1 - desired_taper"
 
        // The proportions of the top-size (taper) will be maintained (as close as possible)
        // whenever the prim is resized. The proportion above will produce a reasonably
        // pleasing picture frame kinda thing.
    }
 
    changed(integer change)
    {
        if(change & CHANGED_SCALE)
        {
            llResetScript();
        }
    }
}

Useful Snippets

//-- PRIM_ROTATION workaround for child prims (works in unattached objects only)
llSetLinkPrimitiveParamsFast(linknumber, [
    PRIM_ROT_LOCAL, rot*llGetRootRotation()]);
 
//-- PRIM_ROTATION workaround for child prims (works in linked objects only)
llSetLinkPrimitiveParamsFast(linknumber, [
    PRIM_ROT_LOCAL, rot*llList2Rot(llGetLinkPrimitiveParams(LINK_ROOT, [PRIM_ROT_LOCAL]), 0)]);
 
//-- PRIM_ROTATION workaround for child prims (works in all scenarios)
llSetLinkPrimitiveParamsFast(linknumber, [
    PRIM_ROT_LOCAL, rot*llList2Rot(llGetLinkPrimitiveParams(!!llGetLinkNumber(), [PRIM_ROT_LOCAL]), 0)]);

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 all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

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.

Errata

If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts. The old PRIM_TYPE interface (labeled PRIM_TYPE_LEGACY), while technically retired, can still be used.

PRIM_POSITION

Avatars sitting on the object can be moved with llSetLinkPrimitiveParams and PRIM_POSITION. This was originally a mis-feature but according to Andrew Linden LL has decided to support it.

Examples

The below example moves an avatar to x,y,z without moving the prim they are sitting on. If x,y,z is more than 54 meters away the call will silently fail. Remember x,y,z is in object relative coordinates just like any other linked prim in a set.

Avatars are always the last prims in the set, so llGetNumberOfPrims can be used for a single avatar sitting on a vehicle.

Example:
llSetLinkPrimitiveParams(llGetNumberOfPrims(), [PRIM_POSITION, <x,y,z>]);

See Also

Functions

•  llGetLinkNumber Returns the link number of the prim the script is in.
•  llGetLinkNumberOfSides Returns the number of faces of the linked prim.
•  llGetPrimitiveParams Get many primitive parameters
•  llSetLinkPrimitiveParams Set parameters on other prims in linkset
•  llGetLinkPrimitiveParams Get many primitive parameters of other prims in likset
•  llSetLinkPrimitiveParamsFast Set parameters on other prims in linkset without sleep
•  llSetAlpha Simpler way to set alpha (transparency) without (re-)setting color.
•  llSetTexture Simpler way to set texture
•  llSetColor Simpler way to set color
•  llSetScale Simpler way to set scale
•  llSetStatus Simpler way to set physics and phantom

Articles

•  Limits SL limits and constrictions
•  Color in LSL
•  Translucent Color
•  Color in LSL
•  Translucent Color

Deep Notes

PRIM_TYPE top_size and client taper conversion
Range[5] 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.

History

All Issues

~ Search JIRA for related Issues
   llSetLinkListPrimitiveParams() for setting multiple, specific linked items
   CHANGED_TEXTURE is not triggered when texture is changed via script
   llSetRot and llSetPrimitiveParams (using PRIM_ROTATION) incorrectly implemented for child prims.

Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.
  2. ^ When LL deprecated this flag they stripped it of it's name, however they did not remove the functionality. To aid in documenting the functionality, the value was given a new name in the documentation only. That is why PRIM_TYPE_LEGACY is not recognized by the compiler.
  3. ^ 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.
  4. ^ Floating text with an alpha set to 0.0 is rendered "invisible"
  5. ^ The ranges in this article are written in Interval Notation.

Poetry

I once had a hair full of scripts, When I wore it, Estate Owners had fits. The creator, at long last Learned llSetLinkPrimParametersFast Now I can wear hair without getting kicked! Atashi Toshihiko

Now llSetLink— PrimitiveParamsFast Made programmers think, And stand back aghast; Aware that this function Was there, from this junction Turned scripting into quite a blast! Omei Qunhua

This article wasn't helpful for you? Maybe the related article at the LSL Wiki is able to bring enlightenment.
This article wasn't helpful for you? Maybe the related article at the LSL Wiki is able to bring enlightenment.
This article wasn't helpful for you? Maybe the related article at the LSL Wiki is able to bring enlightenment.
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