Difference between revisions of "PRIM MATERIAL"

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Revision as of 12:36, 20 September 2011

Description

Constant: integer PRIM_MATERIAL = 2;

The integer constant PRIM_MATERIAL has the value 2

Sets the prim material. Material does not affect mass, but does affect friction, bounce (elasticity), and collision sound. On a wood incline of 33 degrees, the example script below gave the following results:

Table detailing maximum velocity and distance traveled down the incline.
Type Velocity (m/s) Distance (m)
Stone 0.453181 0.361655
Metal 5.475444 10.211180
Glass 6.483150 11.678304
Wood 2.154549 9.433724
Flesh 0.351543 0.188043
Plastic 4.502428 9.590952
Rubber 0.374964 0.187106

llSetPrimitiveParams

[ PRIM_MATERIAL, integer material ]
• integer material PRIM_MATERIAL_* flag

When used with llSetPrimitiveParams & llSetLinkPrimitiveParams

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_MATERIAL ]);

Returns the list [ integer material ]

• integer material PRIM_MATERIAL_* flag

Related Articles

Constants

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

Functions

•  llSetPrimitiveParams
•  llSetLinkPrimitiveParams
•  llGetPrimitiveParams

Events

•  changed

Examples

<lsl>// © 2008 by Karzita Zabaleta // Author of Scripting Your World, Wiley, October 2008.

list gMaterialTypes = [

 "STONE",
 "METAL",
 "GLASS",
 "WOOD",
 "FLESH",
 "PLASTIC",
 "RUBBER"

];

vector gHomePosition; rotation gHomeRotation; integer gWaitCount = 0; float gMaxVelMag; integer gPrimMaterial;

moveTo(vector origin, vector destination) {

   float dist = llVecDist(origin, destination);
   integer passes = llCeil( llLog(dist/10.0) / llLog(2.0) );
   integer i;
   list params = [PRIM_POSITION, destination];
   for (i=0; i<passes; i++) {
       params = (params=[]) + params + params;
   }
   // actually move the prim, now
   llSetPrimitiveParams(params);

}

returnHome() {

   llSetStatus(STATUS_PHYSICS, FALSE);
   moveTo(llGetPos(),gHomePosition);
   llSetTimerEvent(0);
   llSetRot(gHomeRotation);

}

calculate_velocity() {

   float velMag = llVecMag(llGetVel());
   if (velMag > gMaxVelMag) {
       gMaxVelMag = velMag;
   }

}

default {

   state_entry() {
       gHomePosition = llGetPos();
       gHomeRotation = llGetRot();
   }
   on_rez(integer _n) {
       llResetScript();
   }
   touch_start(integer n) {
       gMaxVelMag = 0;
       llSetPrimitiveParams([PRIM_MATERIAL, gPrimMaterial]);
       llSetStatus(STATUS_PHYSICS,TRUE);
       llSetTimerEvent(0.1);
       llResetTime();
       gWaitCount=0;
       gPrimMaterial++;
       if (gPrimMaterial == 7 ) gPrimMaterial = 0;
   }
   timer() {
       calculate_velocity();
       gWaitCount++;
       if (gWaitCount > 100) { // 10 seconds
           string type = llList2String( gMaterialTypes, gPrimMaterial-1 );
           llOwnerSay(type+" reached maximum velocity of "+(string)gMaxVelMag+
                      " and traveled "+(string)llVecDist(llGetPos(), gHomePosition)+" meters.");
           returnHome();
       }
   }

}</lsl>

Deep Notes

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Signature

integer PRIM_MATERIAL = 2;