V
|
Flag
|
|
Parameters Returned
|
Scope
|
User:PRIM_NAME
Description
Constant: integer PRIM_NAME = 27;
The integer constant PRIM_NAME has the value 27
Used to get or set the prim's name.
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 with '?'.
- 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" 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.
- 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 ...
Deep Notes
PRIM_TYPE top_size and client taper conversion
|
Range
|
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.
27
PRIM_NAME
[ ,
3 name
28
PRIM_DESC
[ PRIM_DESC,
string description ] ]
|
description - prim
|
|
|
|
|
3 description
9
PRIM_TYPE
[ PRIM_TYPE,
integer flag ] + flag_parameters ]
|
shape - prim
|
|
|
|
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 ]
|
|
3 shape
2
PRIM_MATERIAL
[ PRIM_MATERIAL,
3 material
3
PRIM_PHYSICS
[ PRIM_PHYSICS,
integer boolean ] ]
|
physics status - object
|
|
|
|
|
4 status physics
4
PRIM_TEMP_ON_REZ
[ PRIM_TEMP_ON_REZ,
integer boolean ] ]
|
temporary - object
|
|
|
|
|
4 temporary
5
PRIM_PHANTOM
[ PRIM_PHANTOM,
integer boolean ] ]
|
phantom status - object
|
|
|
|
|
4 status phantom
6
PRIM_POSITION
[ PRIM_POSITION,
vector position ] ]
|
position - prim
|
|
|
|
|
3 position
8
PRIM_ROTATION
[ PRIM_ROTATION,
3 rotation global
29
PRIM_ROT_LOCAL
[ PRIM_ROT_LOCAL,
3 rotation local
7
PRIM_SIZE
[ PRIM_SIZE,
3 size
17
PRIM_TEXTURE
[ PRIM_TEXTURE,
2 texture
26
PRIM_TEXT
[ PRIM_TEXT,
3 floating text
18
PRIM_COLOR
[ PRIM_COLOR,
2 color & alpha
19
PRIM_BUMP_SHINY
[ PRIM_BUMP_SHINY,
2 shiny & bump
23
PRIM_POINT_LIGHT
[ PRIM_POINT_LIGHT,
3 point light
20
PRIM_FULLBRIGHT
[ PRIM_FULLBRIGHT,
2 full bright
21
PRIM_FLEXIBLE
[ PRIM_FLEXIBLE,
3 flexible
22
PRIM_TEXGEN
[ PRIM_TEXGEN,
|
|
|
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.
|
|
2 texture mode
25
PRIM_GLOW
[ PRIM_GLOW,
2 glow
24
PRIM_CAST_SHADOWS
[ PRIM_CAST_SHADOWS,
integer boolean ] ]
|
(DEPRECATED) - cast shadow - prim
|
|
|
|
|
3 cast shadow *
1
PRIM_TYPE_LEGACY
PRIM_TYPE_LEGACY [ 1,
integer flag ] + flag_parameters ]
|
(DEPRECATED) - shape - prim
|
|
|
|
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 ]
|
|
3 shape legacy mode
V
|
Request Format
|
|
Parameters Returned
|
Scope
|
User:PRIM_NAME
Description
Constant: integer PRIM_NAME = 27;
The integer constant PRIM_NAME has the value 27
Used to get or set the prim's name.
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 with '?'.
- 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" 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.
- 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 ...
- 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 with '?'.
- 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.
- With texture as with llGetTexture, NULL_KEY is returned when the owner does not have full permissions to the object and the texture is not in the prim's inventory.
- 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" 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.
- 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.
- 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.
- 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 ...
Deep Notes
PRIM_TYPE top_size and client taper conversion
|
Range
|
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.
PRIM_TYPE top_size and client taper conversion
|
Range
|
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.
27
PRIM_NAME
[ ]
3 name
28
PRIM_DESC
[ PRIM_DESC ]
[ string description ] ]
|
description - prim
|
|
|
|
|
3 description
9
PRIM_TYPE
[ PRIM_TYPE ]
[ integer flag ] + flag_parameters ]
|
shape - prim
|
|
|
|
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 ]
|
|
3 shape
2
PRIM_MATERIAL
[ PRIM_MATERIAL ]
3 material
3
PRIM_PHYSICS
[ PRIM_PHYSICS ]
[ integer boolean ] ]
|
physics status - object
|
|
|
|
|
4 status physics
4
PRIM_TEMP_ON_REZ
[ PRIM_TEMP_ON_REZ ]
[ integer boolean ] ]
|
temporary - object
|
|
|
|
|
4 temporary
5
PRIM_PHANTOM
[ PRIM_PHANTOM ]
[ integer boolean ] ]
|
phantom status - object
|
|
|
|
|
4 status phantom
6
PRIM_POSITION
[ PRIM_POSITION ]
[ vector position ] ]
|
position - prim
|
|
|
|
|
3 position
8
PRIM_ROTATION
[ PRIM_ROTATION ]
[ rotation rot ] ]
|
global rotation - prim
|
|
|
|
|
3 rotation global
29
PRIM_ROT_LOCAL
[ PRIM_ROT_LOCAL ]
[ rotation rot ] ]
|
local rotation - prim
|
|
|
|
|
3 rotation local
7
PRIM_SIZE
[ PRIM_SIZE ]
3 size
17
PRIM_TEXTURE
[ PRIM_TEXTURE, integer face ]
2 texture
26
PRIM_TEXT
[ PRIM_TEXT ]
3 floating text
18
PRIM_COLOR
[ PRIM_COLOR, integer face ]
2 color & alpha
19
PRIM_BUMP_SHINY
[ PRIM_BUMP_SHINY, integer face ]
2 shiny & bump
23
PRIM_POINT_LIGHT
[ PRIM_POINT_LIGHT ]
3 point light
20
PRIM_FULLBRIGHT
[ PRIM_FULLBRIGHT, integer face ]
[ integer boolean ] ]
|
full bright - face
|
|
|
|
|
2 full bright
21
PRIM_FLEXIBLE
[ PRIM_FLEXIBLE ]
3 flexible
22
PRIM_TEXGEN
[ PRIM_TEXGEN, integer face ]
[ integer type ] ]
|
texture mode - face
|
|
|
|
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.
|
|
2 texture mode
25
PRIM_GLOW
[ PRIM_GLOW, integer face ]
[ float intensity ] ]
|
glow - face
|
|
|
|
|
2 glow
24
PRIM_CAST_SHADOWS
[ PRIM_CAST_SHADOWS ]
[ integer boolean ] ]
|
(DEPRECATED) - cast shadow - prim
|
|
|
|
|
3 cast shadow *