PRIM_PHYSICS_SHAPE_TYPE
integer PRIM_PHYSICS_SHAPE_TYPE = 30;Prim parameter used to get or set the type of shape the physics engine uses for the prim (PRIM_PHYSICS_SHAPE_NONE, _PRIM, or _CONVEX). Mainly used for physics optimization.
Constant groups
Other PrimParam values (42)
PRIM_ALLOW_UNSIT39PRIM_ALPHA_MODE38PRIM_BUMP_SHINY19PRIM_CLICK_ACTION43PRIM_COLLISION_SOUND53PRIM_COLOR18PRIM_DAMAGE51PRIM_DESC28PRIM_FLEXIBLE21PRIM_FULLBRIGHT20PRIM_GLOW25PRIM_GLTF_BASE_COLOR48PRIM_GLTF_EMISSIVE46PRIM_GLTF_METALLIC_ROUGHNESS47PRIM_GLTF_NORMAL45PRIM_HEALTH52PRIM_LINK_TARGET34PRIM_MATERIAL2PRIM_NAME27PRIM_NORMAL37PRIM_OMEGA32PRIM_PHANTOM5PRIM_PHYSICS3PRIM_POINT_LIGHT23PRIM_POS_LOCAL33PRIM_POSITION6PRIM_PROJECTOR42PRIM_REFLECTION_PROBE44PRIM_RENDER_MATERIAL49PRIM_ROT_LOCAL29PRIM_ROTATION8PRIM_SCRIPTED_SIT_ONLY40PRIM_SIT_FLAGS50PRIM_SIT_TARGET41PRIM_SIZE7PRIM_SLICE35PRIM_SPECULAR36PRIM_TEMP_ON_REZ4PRIM_TEXGEN22PRIM_TEXT26PRIM_TEXTURE17PRIM_TYPE9
Other PrimParamGet values (40)
PRIM_ALLOW_UNSIT39PRIM_ALPHA_MODE38PRIM_BUMP_SHINY19PRIM_CLICK_ACTION43PRIM_COLLISION_SOUND53PRIM_COLOR18PRIM_DAMAGE51PRIM_DESC28PRIM_FLEXIBLE21PRIM_FULLBRIGHT20PRIM_GLOW25PRIM_GLTF_BASE_COLOR48PRIM_GLTF_EMISSIVE46PRIM_GLTF_METALLIC_ROUGHNESS47PRIM_GLTF_NORMAL45PRIM_HEALTH52PRIM_MATERIAL2PRIM_NAME27PRIM_NORMAL37PRIM_OMEGA32PRIM_PHANTOM5PRIM_PHYSICS3PRIM_POINT_LIGHT23PRIM_POS_LOCAL33PRIM_POSITION6PRIM_REFLECTION_PROBE44PRIM_RENDER_MATERIAL49PRIM_ROT_LOCAL29PRIM_ROTATION8PRIM_SCRIPTED_SIT_ONLY40PRIM_SIT_FLAGS50PRIM_SIT_TARGET41PRIM_SIZE7PRIM_SLICE35PRIM_SPECULAR36PRIM_TEMP_ON_REZ4PRIM_TEXGEN22PRIM_TEXT26PRIM_TEXTURE17PRIM_TYPE9
Used to set the type of shape the physics engine should use for the prim. This is primarily used to do Physics Optimization.
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.
History
Section titled “History”- Introduced in Second Life RC LeTigre 11.09.09.240509, September 9, 2011
- SLUniverse:Future physics functions tease
See also
Section titled “See also”Functions
Section titled “Functions”Articles
Section titled “Articles”- Physics Optimization
- Best practices for creating efficient collision volumes — A really good article that explains how collisions work.
Original wiki source
Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.