Difference between revisions of "PRIM PHYSICS SHAPE TYPE"

From Second Life Wiki
Jump to navigation Jump to search
Line 12: Line 12:
! colspan="3" {{!}} Notes
! colspan="3" {{!}} Notes
{{!}}-
{{!}}-
{{!}} {{LSL Const|PRIM_PHYSICS_SHAPE_PRIM|integer|0|c=Use the normal prim shape for physics}}
{{!}} {{LSL Const|PRIM_PHYSICS_SHAPE_PRIM|integer|0|c=Use the prim formulas for generating the prim's physics-shape}}
{{!}} {{#var:value}}
{{!}} {{#var:value}}
{{!}} colspan="3" {{!}} {{#var:comment}}
{{!}} colspan="3" {{!}} {{#var:comment}}
{{!}} colspan="3" {{!}} default for all non-mesh objects
{{!}} colspan="3" {{!}} default for all non-mesh objects
{{!}}-
{{!}}-
{{!}} {{LSL Const|PRIM_PHYSICS_SHAPE_CONVEX|integer|2|c=Use the convex hull of the prim shape for physics}}
{{!}} {{LSL Const|PRIM_PHYSICS_SHAPE_CONVEX|integer|2|c=Use the convex hull formulas for generating the prim's physics-shape}}
{{!}} {{#var:value}}
{{!}} {{#var:value}}
{{!}} colspan="3" {{!}} {{#var:comment}}
{{!}} colspan="3" {{!}} {{#var:comment}}
{{!}} colspan="3" {{!}} default for all mesh objects
{{!}} colspan="3" {{!}} default for all mesh objects
{{!}}-
{{!}}-
{{!}} {{LSL Const|PRIM_PHYSICS_SHAPE_NONE|integer|1|c=Ignore this prim in the physics shape. }}
{{!}} {{LSL Const|PRIM_PHYSICS_SHAPE_NONE|integer|1|c=This prim will not contribute to the object's physics-shape}}
{{!}} {{#var:value}}
{{!}} {{#var:value}}
{{!}} colspan="3" {{!}} {{#var:comment}}
{{!}} colspan="3" {{!}} {{#var:comment}}
Line 28: Line 28:
This prim has no physics representation at all. Like [[phantom]] objects, it will not collide with avatars or other objects. ''Unlike'' phantom prims, it will also pass freely through the terrain when the parent object is physical.
This prim has no physics representation at all. Like [[phantom]] objects, it will not collide with avatars or other objects. ''Unlike'' phantom prims, it will also pass freely through the terrain when the parent object is physical.
}}
}}
{{LSL Signature/Add|{{LSL Const/Signature|PRIM_PHYSICS_SHAPE_PRIM|integer|0|c=Use the normal prim shape for physics}}
{{LSL Const/Signature|PRIM_PHYSICS_SHAPE_CONVEX|integer|2|c=Use the convex hull of the prim shape for physics}}}}


}}</onlyinclude>{{#if:
}}</onlyinclude>{{#if:
Line 41: Line 38:
|examples
|examples
|constants
|constants
|notes=Modern physics engines achieve real-time results (as opposed to slower than real-time results) by approximating and simplifying the shapes. This means the shape that client displays on the screen is much more complicated than the shape the physics engine works with (with the exception of basic shapes like cubes or prisms). This flag gives the scripter some control over how the prim is treated by the physics engine.
|pa={{LSL Constant/List|i_front=[&#32;{{#var:physics_shape_type_const}},&#32;|i_end=&nbsp;]
|pa={{LSL Constant/List|i_front=[&#32;{{#var:physics_shape_type_const}},&#32;|i_end=&nbsp;]
|text=When used with [[llSetPrimitiveParams]] & [[llSetLinkPrimitiveParams]]
|text=When used with [[llSetPrimitiveParams]] & [[llSetLinkPrimitiveParams]]

Revision as of 22:16, 25 December 2013

Description

Constant: integer PRIM_PHYSICS_SHAPE_TYPE = 30;

The integer constant PRIM_PHYSICS_SHAPE_TYPE has the value 30

Used to set the type of shape the physics engine should use for the object.

llSetPrimitiveParams

[ PRIM_PHYSICS_SHAPE_TYPE, integer type ]
• integer type PRIM_PHYSICS_SHAPE_* flag

When used with llSetPrimitiveParams & llSetLinkPrimitiveParams

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_PHYSICS_SHAPE_TYPE ]);

Returns the listinteger type ]

• integer type PRIM_PHYSICS_SHAPE_* flag
type Flags V Description Notes
PRIM_PHYSICS_SHAPE_PRIM 0 Use the prim formulas for generating the prim's physics-shape default for all non-mesh objects
PRIM_PHYSICS_SHAPE_CONVEX 2 Use the convex hull formulas for generating the prim's physics-shape default for all mesh objects
PRIM_PHYSICS_SHAPE_NONE 1 This prim will not contribute to the object's physics-shape This cannot be applied to the root prim or avatars.

This prim has no physics representation at all. Like phantom objects, it will not collide with avatars or other objects. Unlike phantom prims, it will also pass freely through the terrain when the parent object is physical.

Notes

Modern physics engines achieve real-time results (as opposed to slower than real-time results) by approximating and simplifying the shapes. This means the shape that client displays on the screen is much more complicated than the shape the physics engine works with (with the exception of basic shapes like cubes or prisms). This flag gives the scripter some control over how the prim is treated by the physics engine.

Deep Notes

History

Search JIRA for related Issues

Signature

integer PRIM_PHYSICS_SHAPE_TYPE = 30;