Difference between revisions of "Template:LSL Constants/PrimitiveParams"
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Mako Nozaki (talk | contribs) m (I bet this is just a term error, yeah I believe... or we should use every LSL functions respectfully:p) |
Mako Nozaki (talk | contribs) (moved and merged which were in the LlSet(Link)PrimitiveParams function page) |
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{{#ifeq:{{{1|set}}}|set|{{#vardefine:caveats|{{#var:caveats}} | {{#ifeq:{{{1|set}}}|set|{{#vardefine:caveats|{{#var:caveats}} | ||
* [[PRIM_PHANTOM]], [[PRIM_PHYSICS]] and [[PRIM_TEMP_ON_REZ]] applies to the entire object (linkset). | * [[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, others are applied by the simulator | * 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. | ||
** When testing [[vector]]s and [[rotation]]s use [[llVecDist]] and [[llAngleBetween]] (respectively) to perform fuzzy tests.}}}} | ** When testing [[vector]]s and [[rotation]]s use [[llVecDist]] and [[llAngleBetween]] (respectively) to perform fuzzy tests.}}}} | ||
Revision as of 05:37, 28 April 2010
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 attribute. | [ 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_TEXT | Sets the prim's floating text. | [ PRIM_TEXT, string text, vector color, float alpha ] |
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 | Return Values / Additional Parameters | Description | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[ PRIM_TYPE ] | 9 | [ integer flag ] | Gets / Sets the prim shape. | ||||||||||||||||||
flag Constants | Additional Return Values / 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 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. | ||||||||||||||||||
PRIM_SCULPT_TYPE_MESH | 5 | Mesh model | See: Mesh | ||||||||||||||||||
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 material] | Gets / Sets the prim's material. The material determines the default collision sound & sprite. | ||||||||||||||||||
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 / llSetStatus | ||||||||||||||||||
[ PRIM_TEMP_ON_REZ ] | 4 | [ integer boolean ] | Temporary attribute | ||||||||||||||||||
[ 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 ] |
| ||||||||||||||||||
[ PRIM_TEXT ] | 26 | [ string text, vector color, float alpha ] |
| ||||||||||||||||||
[ 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 ] | |||||||||||||||||||
[ |
24 | [ integer boolean ] | DEPRECATED: Shadow casting for the primitive | ||||||||||||||||||
[ 1 ] |
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 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"[1] 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.
- 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.
- When testing vectors and rotations use llVecDist and llAngleBetween (respectively) to perform fuzzy tests.
- 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_COLOR ] [ ZERO_VECTOR, 0.0 ] [ PRIM_GLOW ] [ 0.0 ] [ PRIM_TEXTURE ] an empty list. [ PRIM_FULLBRIGHT ] [ FALSE ] [ PRIM_TEXGEN ] [ PRIM_TEXGEN_DEFAULT ] [ PRIM_BUMP_SHINY ] [ PRIM_SHINY_NONE, PRIM_BUMP_NONE ]