Difference between revisions of "LlSetPhysicsMaterial"

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(Add second Example)
(Might have material in the name but nothing to do with render materials category)
 
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{{!}}}
{{!}}}
|examples=*Basic Example
|examples=*Basic Example
<lsl>
<syntaxhighlight lang="lsl2">
     llSetPhysicsMaterial(FRICTION, 1.0,0.9,0.1,0.5); // Sets FRICTION to 0.1
     llSetPhysicsMaterial(FRICTION, 1.0,0.9,0.1,0.5); // Sets FRICTION to 0.1
</lsl>
</syntaxhighlight>
*Multiple Settings
*Multiple Settings
<lsl>
<syntaxhighlight lang="lsl2">
     llSetPhysicsMaterial(GRAVITY_MULTIPLIER | RESTITUTION | FRICTION | DENSITY, 0.5,0.9,0.1,1.0);
     llSetPhysicsMaterial(GRAVITY_MULTIPLIER | RESTITUTION | FRICTION | DENSITY, 0.5,0.9,0.1,1.0);
</lsl>
</syntaxhighlight>
*Defined Materials
|caveats=*Using [[PRIM_MATERIAL]] to set the material type will reset the values for {{LSLP|friction}} and {{LSLP|restitution}} to that material's defaults.
<lsl>
*[[llSetPhysicsMaterial]] silently fails if called from an attachment.
    llSetPhysicsMaterial(PRIM_MATERIAL_STONE, 0.0,0.0,0.0,0.0);
|p1_type=integer|p1_name={{#var:material_mask}}
</lsl>
|caveats=*Setting [[PRIM_MATERIAL]] will reset the values for {{LSLP|friction}} and {{LSLP|restitution}} back to the material defaults.
|p1_type=integer|p1_name=material_bits
|p2_type=float|p2_name=gravity_multiplier
|p2_type=float|p2_name=gravity_multiplier
|p3_type=float|p3_name=restitution
|p3_type=float|p3_name=restitution
Line 29: Line 26:
|also_functions=
|also_functions=
{{LSL DefineRow||[[llGetPhysicsMaterial]]}}
{{LSL DefineRow||[[llGetPhysicsMaterial]]}}
{{LSL DefineRow||[[llSetBuoyancy]]|Set how gravity interacts with an object. Works in attachments (changes are applied to the avatar).}}
|also_constants=
|also_constants=
{{LSL DefineRow||[[PRIM_MATERIAL]]}}
{{LSL DefineRow||[[PRIM_MATERIAL]]}}
Line 34: Line 32:
{{LSL DefineRow||[[Physics Material Settings test]]}}
{{LSL DefineRow||[[Physics Material Settings test]]}}
|cat1=Physics
|cat1=Physics
|cat2=Material
|cat2=Physics/Material
|cat3=Physics/Material
|deepnotes=
|deepnotes=
<h3>Material Defaults</h3>
<h3>Material Defaults</h3>
Using [[PRIM_MATERIAL]] changes the the values for friction and restitution to the values listed for the material type.
{{LSL_Constants/PrimitiveParams/materials|table=*|sortable=*}}
{{LSL_Constants/PrimitiveParams/materials|table=*|sortable=*}}
<font style="font-size:75%">llSetPhysicsMaterial cannot use these flags.</font>
|signature=
|signature=
{{LSL Const/Signature|DENSITY|integer|1|c={{#var:p_density_hover}}}}
{{LSL Const/Signature|DENSITY|integer|1|c={{#var:p_density_hover}}}}
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{{LSL Const/Signature|RESTITUTION|integer|4|c={{#var:p_restitution_hover}}}}
{{LSL Const/Signature|RESTITUTION|integer|4|c={{#var:p_restitution_hover}}}}
{{LSL Const/Signature|GRAVITY_MULTIPLIER|integer|8|c={{#var:p_gravity_multiplier_hover}}}}
{{LSL Const/Signature|GRAVITY_MULTIPLIER|integer|8|c={{#var:p_gravity_multiplier_hover}}}}
|history = Date of Release  [[ Release_Notes/Second_Life_Server/11#11.09.23.241511 | 23/09/2011 ]]
}}
}}

Latest revision as of 09:11, 8 September 2024

Summary

Function: llSetPhysicsMaterial( integer mask, float gravity_multiplier, float restitution, float friction, float density );

Used to set the physical characteristics of an object.

• integer mask bitwise combination of DENSITY, FRICTION, RESTITUTION, and GRAVITY_MULTIPLIER and specifies which floats to actually apply
• float gravity_multiplier range [-1.0, +28.0], default: 1.0
• float restitution range [0.0, 1.0], default: [0.3, 0.9] [1]
• float friction range [0.0, 255.0], default: [0.2, 0.9][1]
• float density range [1.0, 22587.0] kg/m^3, default: 1000.0

The default values for friction and restitution depend upon the material type.

mask Flags V Description
DENSITY 1 Indicates that density parameter is enabled and will override the previous value.
FRICTION 2 Indicates that friction parameter is enabled and will override the previous value.
RESTITUTION 4 Indicates that restitution parameter is enabled and will override the previous value.
GRAVITY_MULTIPLIER 8 Indicates that gravity_multiplier parameter is enabled and will override the previous value.

Caveats

  • A collision between two objects with restitution 1.0 will still not be perfectly elastic due to damping in the physics engine.
  • Using PRIM_MATERIAL to set the material type will reset the values for friction and restitution to that material's defaults.
  • llSetPhysicsMaterial silently fails if called from an attachment.

Examples

  • Basic Example
     llSetPhysicsMaterial(FRICTION, 1.0,0.9,0.1,0.5); // Sets FRICTION to 0.1
  • Multiple Settings
     llSetPhysicsMaterial(GRAVITY_MULTIPLIER | RESTITUTION | FRICTION | DENSITY, 0.5,0.9,0.1,1.0);

See Also

Constants

•  PRIM_MATERIAL

Functions

•  llGetPhysicsMaterial
•  llSetBuoyancy Set how gravity interacts with an object. Works in attachments (changes are applied to the avatar).

Deep Notes

Material Defaults

Using PRIM_MATERIAL changes the the values for friction and restitution to the values listed for the material type.

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

llSetPhysicsMaterial cannot use these flags.

History

Date of Release 23/09/2011

Tests

•  Physics Material Settings test

Footnotes

  1. ^ The default values for friction and restitution depend upon the prim's material.
  2. ^ The ranges in this article are written in Interval Notation.

Signature

function void llSetPhysicsMaterial( integer mask, float gravity_multiplier, float restitution, float friction, float density );
integer DENSITY = 1;//range 1.0 to 22587.0 (in kg/m^3), default: 1000.0
integer FRICTION = 2;//range 0.0 to 255.0, default values are in the range 0.2 to 0.9
integer RESTITUTION = 4;//range 0.0 to 1.0, default values are in the range 0.3 to 0.9 (note, a collision between two objects with restitution 1.0 will still not be perfectly elastic due to damping in the physics engine)
integer GRAVITY_MULTIPLIER = 8;//range -1.0 to +28.0, default: 1.0