PRIM PHYSICS SHAPE TYPE
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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 prim. This is primarily used to do Physics Optimization.
|PRIM_PHYSICS_SHAPE_PRIM||0||The visible shape of the prim determines its physics-shape||default for all non-mesh prims|
|PRIM_PHYSICS_SHAPE_CONVEX||2||Use the convex hull formulas for generating the prim's physics-shape||default for all mesh prims|
|PRIM_PHYSICS_SHAPE_NONE||1||The 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. Like volume detect it doesn't collide with terrain. Unlike volume detect, it will not register collision events.
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.