Parameter
|
Return Values / Additional Parameters
|
Description
|
[ PRIM_NAME ]
|
27
|
[ string name ]
|
Name: llGetObjectName / llSetObjectName
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[ PRIM_DESC ]
|
28
|
[ string description ]
|
Description: llGetObjectDesc / llSetObjectDesc
|
[ PRIM_TYPE ]
|
9
|
[ integer flag ] + flag_parameters
|
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_ZZZZZZZZ
|
63
|
|
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_SLICE ]
|
35
|
[ vector slice ]
|
Gets / Sets the prim's slice (a shape attribute).
|
[ PRIM_PHYSICS_SHAPE_TYPE ]
|
30
|
[ integer type ]
|
Gets / 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 ]
|
Gets / 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 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_POS_LOCAL ]
|
33
|
[ vector position ]
|
Local position, llGetLocalPos / llSetPos
|
[ PRIM_ROTATION ]
|
8
|
[ rotation rot ]
|
Global rotation, llGetRot / llSetRot (broken for child prims)
|
[ PRIM_ROT_LOCAL ]
|
29
|
[ rotation rot ]
|
Local rotation, llGetLocalRot / llSetLocalRot
|
[ PRIM_SIZE ]
|
7
|
[ vector size ]
|
Size, llGetScale / llSetScale
|
[ PRIM_TEXTURE, integer face ]
|
17
|
[ string texture, vector repeats, vector offsets, float rotation_in_radians ]
|
|
[ PRIM_RENDER_MATERIAL, integer face ]
|
49
|
[ string render_material ]
|
|
[ PRIM_TEXT ]
|
26
|
[ string text, vector color, float alpha ]
|
Floating Text: NA / llSetText
|
[ 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 linear_color, float intensity, float radius, float falloff ]
|
linear_color param accepts color in Linear space - use llsRGB2Linear to convert regular LSL color into Linear space.
|
[ PRIM_REFLECTION_PROBE ]
|
44
|
[ integer boolean, float ambiance, float clip_distance, integer flags ]
|
Gets / Sets the prim's reflection probe parameters.
|
type Flags
|
V
|
Description
|
Notes
|
PRIM_REFLECTION_PROBE_BOX
|
1
|
Determines if the reflection probe is a box or a sphere.
|
Unset by default (probe is a sphere)
|
PRIM_REFLECTION_PROBE_DYNAMIC
|
2
|
Determines if avatars are included by the probe for imaging.
|
Unset by default (probe does not image avatars). Imaging avatars in probes has a performance cost.
|
PRIM_REFLECTION_PROBE_MIRROR
|
4
|
Determines if objects intersecting the probe act as a mirror.
|
Unset by default (probe does not act as a mirror). Rendering mirrors has a performance cost.
|
[ 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 ]
|
|
[ PRIM_LINK_TARGET, integer link_target ]
|
34
|
[]
|
Multiple llGetLinkPrimitiveParams / llSetLinkPrimitiveParams calls.
|
[ PRIM_CAST_SHADOWS ]
|
24
|
[ integer boolean ]
|
DEPRECATED: Shadow casting for the primitive
|
[ 1 ]
PRIM_TYPE_LEGACY
|
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 ]
|
[ PRIM_ALLOW_UNSIT ]
|
39
|
[ integer boolean ]
|
|
[ PRIM_SCRIPTED_SIT_ONLY ]
|
40
|
[ integer boolean ]
|
|
[ PRIM_SIT_TARGET ]
|
41
|
[ integer boolean , vector offset, rotation rot ]
|
Sit target, llSitTarget. The position can be ZERO_VECTOR.
|
[ PRIM_PROJECTOR ]
|
42
|
[ string texture, float fov, float focus, float ambiance ]
|
Light projector settings, the texture may be NULL_KEY. (Write only, for now. See here)
|
[ PRIM_CLICK_ACTION ]
|
43
|
[ integer action ]
|
sets the default action to take when a user clicks on this prim.
|
[ PRIM_GLTF_BASE_COLOR, integer face ]
|
48
|
[ string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, float alpha, integer gltf_alpha_mode, float alpha_mask_cutoff, integer double_sided ]
|
linear_color param accepts color in Linear space - use llsRGB2Linear to convert regular LSL color into Linear space.
This parameter's arguments are GLTF overrides.
|
Warning: Setting an argument to the empty string ("") will clear the respective override. GLTF texture transforms are always overrides, so setting them to the empty string ("") will clear them. See this example for a workaround. The SL team is open to feedback on LSL improvements for GLTF. |
gltf_alpha_mode Flags
|
V
|
Description
|
PRIM_GLTF_ALPHA_MODE_OPAQUE
|
0
|
Ignore the alpha value and render the material as opaque.
|
PRIM_GLTF_ALPHA_MODE_BLEND
|
1
|
Render the material with transparency determined by the alpha value. Blending is done in linear color space. As is the case for Blinn-Phong as well, this mode suffers from depth sorting and performance issues. Use alpha mask instead when possible.
|
PRIM_GLTF_ALPHA_MODE_MASK
|
2
|
Render the material as fully opaque where the alpha value is greater than the alpha cutoff, and otherwise render the material as fully transparent.
|
|
[ PRIM_GLTF_NORMAL, integer face ]
|
45
|
[ string texture, vector repeats, vector offsets, float rotation_in_radians ]
|
This parameter's arguments are GLTF overrides.
|
Warning: Setting an argument to the empty string ("") will clear the respective override. GLTF texture transforms are always overrides, so setting them to the empty string ("") will clear them. See this example for a workaround. The SL team is open to feedback on LSL improvements for GLTF. |
|
[ PRIM_GLTF_METALLIC_ROUGHNESS, integer face ]
|
47
|
[ string texture, vector repeats, vector offsets, float rotation_in_radians, float metallic_factor, float roughness_factor ]
|
This parameter's arguments are GLTF overrides.
|
Warning: Setting an argument to the empty string ("") will clear the respective override. GLTF texture transforms are always overrides, so setting them to the empty string ("") will clear them. See this example for a workaround. The SL team is open to feedback on LSL improvements for GLTF. |
|
[ PRIM_GLTF_EMISSIVE, integer face ]
|
46
|
[ string texture, vector repeats, vector offsets, float rotation_in_radians, vector emissive_tint ]
|
emissive_tint param accepts color in Linear space - use llsRGB2Linear to convert regular LSL color into Linear space.
This parameter's arguments are GLTF overrides.
|
Warning: Setting an argument to the empty string ("") will clear the respective override. GLTF texture transforms are always overrides, so setting them to the empty string ("") will clear them. See this example for a workaround. The SL team is open to feedback on LSL improvements for GLTF. |
|
[ PRIM_SIT_FLAGS ]
|
50
|
[ integer flags ]
|
Gets the sit flags currently set on this prim.
|
[ PRIM_DAMAGE ]
|
51
|
[ float damage, integer damage_type ]
|
Gets the damage and damage type delivered by a prim on collision.
|
[ PRIM_HEALTH ]
|
52
|
[ float health ]
|
Gets the health of a prim
|