Talk:Face
A (reasonably) simple way to "count" faces
On the SL viewer, you have these awkward solution to get the number of faces. Firestorm is much nicer: on the Build floater, when you select a single face, it will tell you its face number. If all are selected, it'll say ALL_FACES
. Simple!
But alas, we know these things change over time. So here is a basic script which should warp a texture with numbers and select the correct number for each face. Don't forget to grab the texture first (to the right) or do your own. I've used a 1024x64 file, with numbers centred on each 64x64 block. You get 16 characters if you do it in the same way, so I've added the hexadecimal digits A-F for good measure. The theory is that doing maths with powers of 8 should be easier on the viewer and produce as little blurriness as possible. In practice... well, not really. If you wish extra-crispy, extra-sharp images, you'll probably do your own texture, but this should give you reasonable results.
Also, 16 digits is overkill. AFAIK, the maximum number of faces that an object can have is 8 (heavilly tortured prims and meshes).
Now for the script: drop it and the texture inside the prim you wish to count faces:
// Just place the "numbers texture" inside the prim, it should work automagically.
// The texture should be 128x1024 in size, numbered from 0-9, A-F. Each number/letter
// should be centred on its own 128x128 box.
//
// (cc) 2023 by Gwyneth Llewelyn. Some rights reserved.
// Licensed under a MIT license (https://gwyneth-llewelyn.mit-license.org/)
//
default
{
state_entry()
{
if (llGetInventoryNumber(INVENTORY_TEXTURE) == 0) {
llOwnerSay("Please place a texture inside!");
llSetText("Missing texture!", <0.87, 0.13, 0.15>, 1.0);
state broken;
}
integer faces = llGetNumberOfSides();
llSetText((string)faces + " face(s)", <0.13, 0.87, 0.15>, 1.0);
// We will just retrieve the first one
string textureName = llGetInventoryName(INVENTORY_TEXTURE, 0);
key textureKey = llGetInventoryKey(textureName);
if (textureKey == NULL_KEY) {
llOwnerSay("Texture '" + textureName + "' has wrong permissions, please fix it!");
llSetText("Texture with wrong permissions", <0.87, 0.13, 0.15>, 1.0);
state broken;
}
integer i; // face number counter & multiplier factor
float quotient = 64.0 / 1024.0; // 0.0625
for (i == 0; i < faces; i++) {
float calc = -0.47 + i * quotient; // what is this -0.47 magic number?!
llWhisper(PUBLIC_CHANNEL, "Face " + (string)i + ": " + (string) calc);
llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_TEXTURE,
i, textureKey, <0.0625, 1.0, 0.0>, <calc, 0.0, 0.0>, 0.0]);
}
}
changed(integer change)
{
if (change & CHANGED_INVENTORY) {
llResetScript();
}
}
}
state broken
{
changed(integer change)
{
if (change & CHANGED_INVENTORY) {
llResetScript();
}
}
}
/* calculation formula:
Horizontal scale: 0.0625
Vertical scale: 1.0
q = 64/1024 = 0.0625
Face i = -0.47 * (i * q)
Face 0: -0.470000
Face 1: -0.407500
Face 2: -0.345000
Face 3: -0.282500
Face 4: -0.220000
Face 5: -0.157500
*/
For the nit-picky among you: aye, there are a few variables too many, but remember, LSL has a very basic compiler — it doesn't optimise anything — therefore, the less math is done inside a for
loop, the merrier.
Note for self: this could be made even slightly more efficient by avoiding an integer × float multiplication. But that would make things even more complicated, IMHO.
Possibly you wish to experiment in terms of performance to see what's faster: call llSetLinkPrimitiveParamsFast once per face, or assemble the list with all the parameters for each face first, and only then call llSetLinkPrimitiveParamsFast? I've not tested, since in my case, I'm just texturing a 6-face cube, and don't need that much speed. But if you use this script as part of something larger — say, a massive retexturing of an old build with 2,000 prims, each with 6 faces... — you might get different results depending on how you do it. I went for the quick & dirty approach.
Oh, and BTW, this will naturally work on OpenSimulator as well (in fact, I've tested it there!).