Difference between revisions of "LlVolumeDetect"

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|return_text
|return_text
|spec=
|spec=
====Differences====
{{{!}} {{Prettytable|style=float:left;}}
There are a couple differences in how Phantom and VolumeDetect handle collisions.
{{!}}+ Events queued depending on type
 
{{{!}} {{Prettytable}}
{{!}}-  
{{!}}-  
{{!}}
!
! {{Hl2}} {{!}} {{LSLGC|Land Collision|Land Collisions}}
! {{Hl2}} {{!}} VolumeDetect
! {{Hl2}} {{!}} {{LSLGC|Collision Events|Object/Avatar Collisions}}
! {{Hl2}} {{!}} Phantom
{{!}}- align="center"
{{!}}- align="center"
! {{Hl2}} {{!}} Phantom
! {{Hl2}} {{!}} Events<br/>Supported
{{!!}} Supported
{{!!}} [[collision_start]]<br/>[[collision]]<br/>[[collision_end]]
{{!!}} Not Supported
{{!!}} [[land_collision_start]]<br/>[[land_collision]]<br/>[[land_collision_end]]
{{!}}- align="center"
{{!}}- align="center"
! {{Hl2}} {{!}} VolumeDetect
{{!!}} Not Supported
{{!!}} Supported
{{!}}}
{{!}}}


=====VolumeDetect=====
====Differences====
There are a couple differences in how Phantom and VolumeDetect handle collisions; specifically which events are supported and how they handle the ground.
<div style="clear:left;">
======VolumeDetect======
*When physical they fall through the ground with the risk of going off-world.
*When physical they fall through the ground with the risk of going off-world.
=====Phantom=====
======Phantom======
*When physical they collide with the ground but will not pass through (normal physical object behavior), land collision events are queued.
*When physical they collide with the ground but will not pass through (normal physical object behavior), land collision events are queued.
</div>
|caveats=
|caveats=
*It cannot be enabled on attachments{{Footnote|Attachments aren't included in the avatar bounding box, so it's moot}}.
*It cannot be enabled on attachments{{Footnote|Attachments aren't included in the avatar bounding box, so it's moot}}.

Revision as of 17:07, 17 October 2009

Summary

Function: llVolumeDetect( integer detect );

If detect is TRUE, VolumeDetect is enabled, physical object and avatars can pass through the object. This works much like Phantom, but unlike Phantom, VolumeDetect objects trigger collision_start and collision_end events when interpenetrating. Collision events will trigger in any script in the object.

• integer detect TRUE enables, FALSE disables

Specification

Events queued depending on type
VolumeDetect Phantom
Events
Supported
collision_start
collision
collision_end
land_collision_start
land_collision
land_collision_end

Differences

There are a couple differences in how Phantom and VolumeDetect handle collisions; specifically which events are supported and how they handle the ground.

VolumeDetect
  • When physical they fall through the ground with the risk of going off-world.
Phantom
  • When physical they collide with the ground but will not pass through (normal physical object behavior), land collision events are queued.

Caveats

All Issues ~ Search JIRA for related Bugs

Examples

<lsl>default {

   state_entry()
   {
       llVolumeDetect(TRUE); // Starts llVolumeDetect
   }
   collision_start(integer total_number)
   {
       llSay(0, "Detected!"); // Tells you when something penetrates the prim
   }
}</lsl>

See Also

Events

•  collision_start
•  collision
•  collision_end

Functions

•  llPassCollisions

Deep Notes

All Issues

~ Search JIRA for related Issues
   llDetectedLinkNumber returns 0 with llVolumeDetect(TRUE)

Footnotes

  1. ^ Attachments aren't included in the avatar bounding box, so it's moot

Signature

function void llVolumeDetect( integer detect );