Difference between revisions of "Physics Material Settings test"
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* Friction == sliding stickiness | * Friction == sliding stickiness | ||
** Make 2 physical boxes, set the | ** Make 2 physical boxes, set the friction of one box to 255. | ||
** Drag each box on the ground with the Drag tool (ctrl-2) | ** Drag each box on the ground with the Drag tool (ctrl-2) | ||
** '''Verify''' the box with more friction rolls on the ground while the other tends to slide. | ** '''Verify''' the box with more friction rolls on the ground while the other tends to slide. | ||
Line 28: | Line 28: | ||
* Density should affect collisions with a denser object being affected less in a collision with a less dense object, all else being equal. | * Density should affect collisions with a denser object being affected less in a collision with a less dense object, all else being equal. | ||
** mass = density * volume. That volume is the true volume of the shape. | ** mass = density * volume. That volume is the true volume of the shape. | ||
** Measure the mass | ** Measure the mass of an object by adding this script and touching the object: default{touch_start(integer total_number){llSay(0, "mass = "+(string)llGetMass());}} | ||
** Make 2 physical spheres, set the Density of one | ** Double the density of the object. | ||
** Measure the mass again an '''Verify''' it has doubled. | |||
** Make 2 physical spheres, set the Density of one sphere to 22587. | |||
** Make the spheres collide using the Drag tool (ctrl-2) | ** Make the spheres collide using the Drag tool (ctrl-2) | ||
** '''Verify''' the sphere with less Density bounces off the sphere with the greater Density. | ** '''Verify''' the sphere with less Density bounces off the sphere with the greater Density. | ||
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* Play with restitution = 0 | * Play with restitution = 0 | ||
* Can individual prims in a linked set have different Physics settings? Yes. | * Can individual prims in a linked set have different Physics settings? Yes. | ||
* What else? | * Attempt to cause exploit by dragging a mesh asset onto a mesh object. | ||
* Attempt to cause exploit by dropping an attached mesh on the ground. | |||
* What else? | |||
== griefing concerns == | == griefing concerns == | ||
* Any ideas? | * Any ideas? |
Latest revision as of 13:09, 29 March 2011
Verify custom Physics Material Settings are disabled in unsupported regions
- eg. Morris on ADITI (12-08-2010)
- eg. they all default to 0.000
consistency testing
- attempt to measure the min and max physical settings for a default box. how?
- Verify you are unable to change the settings to out of bounds values:
- Gravity [-1, 28]
- Friction [0, 255]
- Density [1 to 22587]
- Restitution [0, 1]
- Gravity == how fast it falls/how much downward force is applied to it.
- Make 2 physical boxes, set the gravity of one box to 10.
- Drop both boxes at the same time
- Verify the box with more gravity falls faster.
- Friction == sliding stickiness
- Make 2 physical boxes, set the friction of one box to 255.
- Drag each box on the ground with the Drag tool (ctrl-2)
- Verify the box with more friction rolls on the ground while the other tends to slide.
- Density should affect collisions with a denser object being affected less in a collision with a less dense object, all else being equal.
- mass = density * volume. That volume is the true volume of the shape.
- Measure the mass of an object by adding this script and touching the object: default{touch_start(integer total_number){llSay(0, "mass = "+(string)llGetMass());}}
- Double the density of the object.
- Measure the mass again an Verify it has doubled.
- Make 2 physical spheres, set the Density of one sphere to 22587.
- Make the spheres collide using the Drag tool (ctrl-2)
- Verify the sphere with less Density bounces off the sphere with the greater Density.
- higher Restitution is bouncier. ...though setting it to 0 is not recommended as you'll likely get penetrations
- Make a 5x5x0.5m box "platform"
- Make 2 physical spheres. Set the Restitution of one sphere to 1.0
- Drop both spheres onto the platform
- Verify the sphere with higher Restitution bounces higher.
- Verify the material presets (wood, glass, etc.) load the correct Physics Material Settings
- Stone
- Friction = 0.8
- Restitution = 0.4
- Metal
- Friction = 0.3
- Restitution = 0.4
- Glass
- Friction = 0.2
- Restitution = 0.7
- Wood
- Friction = 0.6
- Restitution = 0.5
- Flesh
- Friction = 0.9
- Restitution = 0.3
- Plastic
- Friction = 0.4
- Restitution = 0.7
- Rubber
- Friction = 0.9
- Restitution = 0.9
- Stone
- Test the Override material option (when that UI is finished)
exploit testing
- Play with restitution = 0
- Can individual prims in a linked set have different Physics settings? Yes.
- Attempt to cause exploit by dragging a mesh asset onto a mesh object.
- Attempt to cause exploit by dropping an attached mesh on the ground.
- What else?
griefing concerns
- Any ideas?