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IDProjectCategoryView StatusDate SubmittedLast Update
0008322opensim[REGION] Physics Enginespublic2018-05-11 04:192018-06-16 06:26
ReporterLuisillo_Contepomi 
Assigned ToUbitUmarov 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionno change required 
PlatformOSallOS Versionall
Product Version0.9.0 
Target VersionFixed in Version 
Summary0008322: llSetBuoyancy do not work fine.
Descriptionthe object does not float on the water of the region, but behaves as with null gravity

Steps To Reproducedefault
{
    state_entry()
    {
        llSetStatus(STATUS_PHYSICS, TRUE);
        llSetBuoyancy(1.05);
    }
}
Additional Information(This is a very old issue)

TagsNo tags attached.
Git Revision or version number
Run Mode Grid (1 Region per Sim)
Physics EngineubODE
EnvironmentMono / Linux64, .NET / Windows64
Mono Version4.0.1
ViewerFirestorm
Attached Files

- Relationships

-  Notes
(0032673)
BillBlight (developer)
2018-05-11 06:04
edited on: 2018-05-11 06:10

that is exactly what it is supposed to do , from the SL Wiki ..

"Often used to make an object appear to be unaffected by gravity."

llSetBuoyancy affects overall buoyancy to the world not just where water is involved ..

If you want to make an object appear to float it requires a little more to the script ..

Something like ..

{

    state_entry()

    {

        llSetBuoyancy(0.2);

        llSetStatus(STATUS_ROTATE_X|STATUS_ROTATE_Y,FALSE);

         llSetVehicleType(VEHICLE_TYPE_BOAT);

        llSetVehicleFlags(VEHICLE_FLAG_HOVER_WATER_ONLY);

        llSetVehicleFloatParam(VEHICLE_HOVER_HEIGHT,0.2);

        llSetVehicleFloatParam(VEHICLE_HOVER_EFFICIENCY,0.0);

        llSetVehicleFloatParam(VEHICLE_HOVER_TIMESCALE, 0);

    }

}

"The default buoyancy for an object is 0. Setting this to exactly 1 will cause the object to float as if no gravity exists. Values greater than 1 will cause the object to float up, while values between 0 and 1 mean a gentler than regular fall, the closer to 0 the closer to normal behavior. Setting a negative value will simulate a downward force, which will also cause the affected prim/object to vibrate a lot more on the ground while the physics engine tries to "settle" it."

(0032674)
Luisillo_Contepomi (reporter)
2018-05-11 10:32
edited on: 2018-05-11 10:32

try this script in sl and in opensimulator. And attach to your hand.

doThing()
{
    llSetStatus(STATUS_PHYSICS, TRUE);
    llSetTimerEvent(60);
    llSetBuoyancy(1.1);
}

default
{
    state_entry()
    {
        doThing();
    }

    on_rez(integer param)
    {
        doThing();
    }
    timer()
    {
        llDie();
    }
}

(0032675)
BillBlight (developer)
2018-05-11 10:39

That should not work at all, as you can't set an avatar physical, so if it is attached physics don't work ..
(0032676)
BillBlight (developer)
2018-05-11 10:43

But the end answer to your initial report is, llSetBuoyancy is not intended to make things float on water, never was, it is overall world buoyancy.
(0032677)
UbitUmarov (administrator)
2018-05-11 13:07

Buoyancy is just a gravity modifier, no relation to water level
to take water level in consideration you need to script

unlike SL, llSetBuoyancy on attached prims does not set Buoyancy to avatars.
not sure if we will change this in future.
(0032698)
UbitUmarov (administrator)
2018-06-16 06:26

apparent misuse of ll function. reopen if not

- Issue History
Date Modified Username Field Change
2018-05-11 04:19 Luisillo_Contepomi New Issue
2018-05-11 06:04 BillBlight Note Added: 0032673
2018-05-11 06:08 BillBlight Note Edited: 0032673 View Revisions
2018-05-11 06:10 BillBlight Note Edited: 0032673 View Revisions
2018-05-11 10:32 Luisillo_Contepomi Note Added: 0032674
2018-05-11 10:32 Luisillo_Contepomi Note Edited: 0032674 View Revisions
2018-05-11 10:39 BillBlight Note Added: 0032675
2018-05-11 10:43 BillBlight Note Added: 0032676
2018-05-11 13:07 UbitUmarov Note Added: 0032677
2018-06-16 06:26 UbitUmarov Note Added: 0032698
2018-06-16 06:26 UbitUmarov Status new => closed
2018-06-16 06:26 UbitUmarov Assigned To => UbitUmarov
2018-06-16 06:26 UbitUmarov Resolution open => no change required


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