Difference between revisions of "Physics Material Settings test"
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Dan Linden (talk | contribs) (Created page with 'Category:Test Plans Category:Mesh == Verify custom Physics Material Settings are disabled in unsupported regions == * eg. Morris on ADITI (12-08-2010) == consistency te...') |
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== Verify custom Physics Material Settings are disabled in unsupported regions == | == Verify custom Physics Material Settings are disabled in unsupported regions == | ||
* eg. Morris on ADITI (12-08-2010) | * eg. Morris on ADITI (12-08-2010) | ||
* eg. they all default to 0.000 | |||
== consistency testing == | == 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 gravity 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. | ** mass = density * volume. That volume is the true volume of the shape. | ||
** Measure the mass with llGetMass? | ** Measure the mass with llGetMass? default{touch_start(integer total_number){llSay(0, "mass = "+(string)llGetMass());}} | ||
** Make 2 physical spheres, set the Density of one box 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 | * 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 | * 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 | |||
* | * Test the Override material option (when that UI is finished) | ||
== exploit testing == | == exploit testing == | ||
* Play with restitution = 0 | * Play with restitution = 0 | ||
* Can individual prims in a linked set have different Physics settings? | * Can individual prims in a linked set have different Physics settings? Yes. | ||
* What else? | * What else? | ||
== griefing concerns == | == griefing concerns == | ||
* Any ideas? | * Any ideas? |
Revision as of 18:00, 15 December 2010
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 gravity 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 with llGetMass? default{touch_start(integer total_number){llSay(0, "mass = "+(string)llGetMass());}}
- Make 2 physical spheres, set the Density of one box 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.
- What else?
griefing concerns
- Any ideas?