PRIM PHYSICS SHAPE TYPE

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Description

Constant: integer PRIM_PHYSICS_SHAPE_TYPE = 30;

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 object.

llSetPrimitiveParams

[ PRIM_PHYSICS_SHAPE_TYPE, integer type ]
• integer type PRIM_PHYSICS_SHAPE_* flag

When used with llSetPrimitiveParams & llSetLinkPrimitiveParams

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_PHYSICS_SHAPE_TYPE ]);

Returns the listinteger type ]

• integer type PRIM_PHYSICS_SHAPE_* flag
type Flags V Description Notes
PRIM_PHYSICS_SHAPE_PRIM 0 Use the normal prim shape for physics default for all non-mesh objects
PRIM_PHYSICS_SHAPE_CONVEX 2 Use the convex hull of the prim shape for physics default for all mesh objects
PRIM_PHYSICS_SHAPE_NONE 1 Ignore this prim in the 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 physical.

Deep Notes

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Signature

integer PRIM_PHYSICS_SHAPE_TYPE = 30;
integer PRIM_PHYSICS_SHAPE_PRIM = 0;//Use the normal prim shape for physics
integer PRIM_PHYSICS_SHAPE_CONVEX = 2;//Use the convex hull of the prim shape for physics