PRIM GLTF EMISSIVE
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Description
Constant: integer PRIM_GLTF_EMISSIVE = 46;The integer constant PRIM_GLTF_EMISSIVE has the value 46
Used to get or set the GLTF emission override of an object's face.
llSetPrimitiveParams
[ PRIM_GLTF_EMISSIVE, integer face, string texture, vector repeats, vector offsets, float rot, vector tint_color ]• integer | face | – | face number or ALL_SIDES | |
• string | texture | – | a texture in the inventory of the prim this script is in or a UUID of a texture | |
• vector | repeats | – | x and y range from -10000.0 to 10000.0. Negative values flip the texture (z is ignored) | |
• vector | offsets | – | x and y range from -1.0 to 1.0. (z is ignored) | |
• float | rot | – | angle expressed in radians | |
• vector | tint_color | – | tint color in linear RGB |
Used with llSetPrimitiveParams & llSetLinkPrimitiveParams.
Caveats
- 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.
- To clear any override parameters, supply an empty string ("") in the parameter slot.
- tint_color is in linear RGB color space, unlike legacy tint that uses sRGB. Use llsRGB2Linear and llLinear2sRGB to perform conversions.
- 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.
- 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.
llGetPrimitiveParams
llGetPrimitiveParams([ PRIM_GLTF_EMISSIVE, integer face ]);Returns the list [ string texture, vector repeats, vector offsets, float rot, vector tint_color ]
• integer | face | – | face number or ALL_SIDES | ||
• string | texture | – | a texture in the inventory of the target prim or a UUID of a texture | ||
• vector | repeats | – | x and y range from -10000.0 to 10000.0. Negative values flip the texture (z is ignored) | ||
• vector | offsets | – | x and y range from -1.0 to 1.0. (z is ignored) | ||
• float | rot | – | angle expressed in radians | ||
• vector | tint_color | – | tint color in linear RGB |
Caveats
- If face is ALL_SIDES then the PRIM_GLTF_EMISSIVE works on all sides.
- If face indicates a face that does not exist the PRIM_GLTF_EMISSIVE return is an empty list.
- repeats is not only used to get the number of repeats but the sign of the individual components indicate if "Flip" is set.
- 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.
Target
In the case of llGetPrimitiveParams is either the prim the script resides in, or the prim specified by the immediately prior PRIM_LINK_TARGET call. However in the case of llGetLinkPrimitiveParams, it is either the value of the link parameter, or the prim specified by the immediately prior PRIM_LINK_TARGET call.
Caveats
Related Articles
Functions
• | llSetPrimitiveParams | |||
• | llSetLinkPrimitiveParams | |||
• | llGetPrimitiveParams | |||
• | llGetLinkNumber | – | Returns the link number of the prim the script is in. |
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.
llGetNumberOfPrims()
- Returns the number of prims and seated avatars.llGetObjectPrimCount(llGetKey())
- Returns only the number of prims in the object but will return zero for attachments.
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.
}
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.