Physical
Physical is the
attribute associated with
objects and
prims that enables
physics (essentially, enables inertia--
gravity). It is set with the "
Physical" checkbox in the edit-object
dialog box or using the
LSL functions llSetStatus (
STATUS_PHYSICS) or
llSetPrimitiveParams. By default
physical is disabled.
Physical tasks may be
moved and
rotated using kinetic functions. For a complete listing, see
dynamics.
A physical object will come to a halt (settle)--and even lose its physical status if it
interpenetrates something in the process of settling--but it depends on the object's
velocity and/or
llSetBuoyancy. An object with a continuous
impulse/
collision will tend to never settle (unless it interpenetrates something). A negatively buoyant object proportionally bounces around more before it settles. A physical
joint sometimes never settles or can settle quickly depending on what's around (
still researching it but joints are flaky (Actually, now joints are gone).
Another potentially useful observation about physical objects is that they can currently exist at z-coordinates up to 4096.0m before being considered off-world and returned to the owner's lost and found folder.
Physics |
Dynamics |
Interpenetrate