PRIM MATERIAL

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Description

Constant: integer PRIM_MATERIAL = 2;
Video tutorial about material

<videoflash>6OXYO61kQCA</videoflash>

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

// © 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();
        }
    }
}

Deep Notes

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Signature

integer PRIM_MATERIAL = 2;

Haiku

The prims we conjure
can have many qualities.
There's more than plywood?