Difference between revisions of "LlVolumeDetect"

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{{Issues/SVC-2996}}{{LSL_Function/boolean|detect}}
{{LSL_Function
{{LSL_Function
|inject-2={{Issues/SVC-2996}}{{LSL_Function/boolean|detect}}
|func_id=248|func_sleep=0.0|func_energy=10.0
|func_id=248|func_sleep=0.0|func_energy=10.0
|func=llVolumeDetect|p1_type=integer|p1_name=detect
|func=llVolumeDetect|p1_type=integer|p1_name=detect
|func_footnote
|func_footnote=This works much like Phantom, but unlike Phantom, VolumeDetect objects trigger [[collision_start]] and [[collision_end]] events when interpenetrating. Collision events will trigger in any script in the object.
|func_desc=If '''detect''' is [[TRUE]], VolumeDetect is enabled, physical object and avatars can pass through the object. This works much like Phantom, but unlike Phantom, VolumeDetect objects trigger [[collision_start]] and [[collision_end]] events when interpenetrating. Collision events will trigger
|func_desc=If {{LSLP|detect}} is [[TRUE]], VolumeDetect is enabled, physical object and avatars can pass through the object.
in any script in the object.
|return_text
|return_text
|spec=
|spec=

Revision as of 19:59, 10 June 2012

Summary

Function: llVolumeDetect( integer detect );

If detect is TRUE, VolumeDetect is enabled, physical object and avatars can pass through the object.

• integer detect TRUE enables, FALSE disables

This works much like Phantom, but unlike Phantom, VolumeDetect objects trigger collision_start and collision_end events when interpenetrating. Collision events will trigger in any script in the object.

Specification

Events queued depending on type
VolumeDetect Phantom
Events
Supported
collision_start
collision
collision_end
land_collision_start
land_collision
land_collision_end

Differences

There are a couple differences in how Phantom and VolumeDetect handle collisions; specifically which events are supported and how they handle the ground.

VolumeDetect
  • When physical they fall through the ground with the risk of going off-world.
Phantom
  • When physical they collide with the ground but will not pass through (normal physical object behavior), land collision events are queued.

Caveats

All Issues ~ Search JIRA for related Bugs

Examples

<lsl>default {

   state_entry()
   {
       llVolumeDetect(TRUE); // Starts llVolumeDetect
   }
   collision_start(integer total_number)
   {
       llSay(0, "Detected!"); // Tells you when something penetrates the prim
   }
}</lsl>

See Also

Events

•  collision_start
•  collision
•  collision_end

Functions

•  llPassCollisions

Deep Notes

All Issues

~ Search JIRA for related Issues
   llDetectedLinkNumber returns 0 with llVolumeDetect(TRUE)

Footnotes

  1. ^ Attachments aren't included in the avatar bounding box, so it's moot

Signature

function void llVolumeDetect( integer detect );