Difference between revisions of "Phantom Objects"
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=== Functional Spec === | === Functional Spec === | ||
* An object can be made | * An [[object]] can be made [[phantom]] via the [[edit tool]]s or by [[script]]: | ||
** Edit tool > Object > Phantom | ** Edit tool > Object > Phantom | ||
** Edit tool > Features > Flexible Path | ** Edit tool > Features > Flexible Path | ||
*** Flexible | *** [[Flexible]] objects are automatically made phantom. | ||
** llSetStatus(STATUS_PHANTOM, TRUE) | ** [[llSetStatus]]([[STATUS_PHANTOM]],[[TRUE]]) | ||
** llVolumeDetect | ** [[llVolumeDetect]] | ||
* Objects that are both | * Objects that are both phantom and [[physical]] will fall through other objects or [[avatar]]s and will [[collide]] only with the [[ground]]. | ||
* Phantom objects cannot be sat upon. | * Phantom objects cannot be [[sat]] upon. | ||
However, setting prims to phantom does '''not''' prevent objects being simulated by the physics engine. Use [[Physics Optimization]] to do this. | |||
Other things that appear to be phantom: | Other things that appear to be phantom: | ||
* Objects that live on an adjacent region but hang over onto this region. | * Objects that live on an adjacent [[region]] but hang over onto this region. | ||
* | * [[Attachment]]s. | ||
* Prims, sculpties and mesh using [[Physics Optimization]] | |||
=== Test scripts === | === Test scripts === | ||
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<b> List of features that need to be tested when this feature changes, and why. </b> | <b> List of features that need to be tested when this feature changes, and why. </b> | ||
[[ | [[Physics_Test]] - The Physics test should ensure check that phantom objects are truly phantom. | ||
=== User Guides === | === User Guides === |
Latest revision as of 04:17, 10 December 2012
Feature Design Document
(none)
Functional Spec
- An object can be made phantom via the edit tools or by script:
- Edit tool > Object > Phantom
- Edit tool > Features > Flexible Path
- Flexible objects are automatically made phantom.
- llSetStatus(STATUS_PHANTOM,TRUE)
- llVolumeDetect
- Objects that are both phantom and physical will fall through other objects or avatars and will collide only with the ground.
- Phantom objects cannot be sat upon.
However, setting prims to phantom does not prevent objects being simulated by the physics engine. Use Physics Optimization to do this.
Other things that appear to be phantom:
- Objects that live on an adjacent region but hang over onto this region.
- Attachments.
- Prims, sculpties and mesh using Physics Optimization
Test scripts
llVolumeDetect test - Can two llVolumeDetect objects detect each other?
Discussion for future improvements
(none)
Relationship to other features
List of features that need to be tested when this feature changes, and why.
Physics_Test - The Physics test should ensure check that phantom objects are truly phantom.