Template:LSL Constants/PrimitiveParams

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Revision as of 04:57, 28 April 2010 by Mako Nozaki (talk | contribs) (I bet this is just a term error, yeah I believe... or we should use every LSL functions respectfully:p)
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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 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_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_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
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_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 ]
Texture: llGetTexture llSetTexture
Repeats: llGetTextureScale llScaleTexture
Offset: llGetTextureOffset llOffsetTexture
Rotation: llGetTextureRot llRotateTexture
PRIM_TEXT ] 26 [ string text, vector color, float alpha ]
Text: NA llSetText
PRIM_COLOR, integer face ] 18 [ vector color, float alpha ]
Alpha: llGetAlpha llSetAlpha
Color: llGetColor 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_CAST_SHADOWS ] 24 [ integer boolean ] DEPRECATED: Shadow casting for the primitive
[ 1 ]
PRIM_TYPE_LEGACY
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, others are applied by the simulator when the sim tries to store the values.
  • 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 ]