llSetLinkRenderMaterial

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Revision as of 04:49, 17 February 2024 by Jenna Huntsman (talk | contribs) (Minor formatting updates, add caveat regarding the use of NULL_KEY.)
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Summary

Function: llSetLinkRenderMaterial( integer link, string material, integer face );
0.2 Forced Delay
10.0 Energy

If a prim exists in the link set at link, set material on face of that prim. This function will clear most PRIM_GLTF_* properties on the face, with the exceptions of repeats, offsets, and rotation_in_radians

• integer link Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
• string material a material in the inventory of the prim this script is in or a UUID of a material
• integer face face number or ALL_SIDES

If face is ALL_SIDES then the function works on all sides.

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

Caveats

  • This function causes the script to sleep for 0.2 seconds.
  • If material is missing from the prim's inventory or not full permissions and it is not a UUID or it is not a material then an error is shouted on DEBUG_CHANNEL.
  • If material 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.
  • The function silently fails if its face value indicates a face that does not exist.
  • If material is provided as NULL_KEY, the glTF Material is removed from face, reverting back to any underlying Blinn-Phong materials.

Examples

Cover a link set in the material my_material

default
{
    touch_start(integer detected)
    {
        llSetLinkRenderMaterial(LINK_SET, my_material, ALL_SIDES);
    }
}

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.

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.
•  llSetLinkAlpha
•  llSetLinkColor
•  llSetLinkPrimitiveParams

Articles

•  Internal Materials

Deep Notes

Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.

Signature

function void llSetLinkRenderMaterial( integer link, string material, integer face );