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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 prim. This is primarily used to do Physics Optimization.


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

When used with llSetPrimitiveParams & llSetLinkPrimitiveParams


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 The visible shape of the prim determines its physics-shape default for all non-mesh prims
PRIM_PHYSICS_SHAPE_CONVEX 2 Use the convex hull formulas for generating the prim's physics-shape default for all mesh prims
PRIM_PHYSICS_SHAPE_NONE 1 The prim will not contribute to the object's 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 the parent object is physical. Like volume detect it doesn't collide with terrain. Unlike volume detect, it will not register collision events.

Related Articles


•  llGetPrimitiveParams
•  llGetLinkPrimitiveParams
•  llSetPrimitiveParams
•  llSetLinkPrimitiveParams
•  llSetLinkPrimitiveParamsFast


•  Physics Optimization
•  Best practices for creating efficient collision volumes A really good article that explains how collisions work.


Modern physics engines achieve real-time results (as opposed to slower than real-time results) by approximating and simplifying the shapes. This means the shape that client displays on the screen is much more complicated than the shape the physics engine works with (with the exception of basic shapes like cubes or prisms). This flag gives the scripter some control over how the prim is treated by the physics engine.

Deep Notes


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