Difference between revisions of "LlGetVel"
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|sort=GetVel | |sort=GetVel | ||
|func=llGetVel|return_type=vector | |func=llGetVel|return_type=vector | ||
|func_footnote=Velocity reported is relative to the [[Viewer coordinate frames#Global|global coordinate frame]] (the object rotation has no affect on this functions output). | |func_footnote=Speed is the magnitude of the velocity. Speed is measured in meter per second.<br> | ||
Velocity reported is relative to the [[Viewer coordinate frames#Global|global coordinate frame]] (the object rotation has no affect on this functions output).<br> | |||
For physic objects , velocity is the velocity of its center of mass [[llGetCenterOfMass]] . ( When the object has some torque and has not force , position of the object moves ( it turns ) , but its center of mass is unchanged , so the velocity is null ) | |||
|func_desc | |func_desc | ||
|return_text=that is the velocity of the object. | |return_text=that is the velocity of the object. | ||
Line 9: | Line 11: | ||
|caveats | |caveats | ||
|constants | |constants | ||
|examples= | |examples=<source lang="lsl2">//A very simple (and not very effective) way of keeping a physical object in place. | ||
< | |||
//If you ever want to actually stop an object, use llMoveToTarget(llGetPos(), .1) | //If you ever want to actually stop an object, use llMoveToTarget(llGetPos(), .1) | ||
default { | |||
state_entry() { | default | ||
{ | |||
state_entry() | |||
{ | |||
vector spd; | vector spd; | ||
{@loop; | { | ||
if (llVecMag(spd = llGetVel()) > .001) { //We're accelerating... | @loop; | ||
llApplyImpulse(-spd, 0) //Slow us down. | if (llVecMag(spd = llGetVel()) > .001) | ||
{ //We're accelerating... | |||
llApplyImpulse(-spd, 0); //Slow us down. | |||
} | } | ||
jump loop;} | jump loop; | ||
} | |||
} | } | ||
}// | }//Written by Xaviar Czervik</source> | ||
|helpers | |helpers | ||
|also_functions= | |also_functions= | ||
Line 31: | Line 38: | ||
|also_events | |also_events | ||
|also_articles | |also_articles | ||
|notes=To get the velocity relative the local frame (the direction the object is pointing), | |notes=To get the velocity relative the local frame (the direction the object is pointing), divide the output of this function by that of its rotation. | ||
< | <source lang="lsl2">vector local_vel = llGetVel() / llGetRot()</source> | ||
|cat1=Physics | |cat1=Physics | ||
|cat2= | |cat2=Movement | ||
|cat3 | |cat3=Vehicle | ||
|cat4 | |cat4 | ||
}} | }} |
Latest revision as of 03:08, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: vector llGetVel( );77 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns a vector that is the velocity of the object.
Speed is the magnitude of the velocity. Speed is measured in meter per second.
Velocity reported is relative to the global coordinate frame (the object rotation has no affect on this functions output).
For physic objects , velocity is the velocity of its center of mass llGetCenterOfMass . ( When the object has some torque and has not force , position of the object moves ( it turns ) , but its center of mass is unchanged , so the velocity is null )
Caveats
Examples
//A very simple (and not very effective) way of keeping a physical object in place.
//If you ever want to actually stop an object, use llMoveToTarget(llGetPos(), .1)
default
{
state_entry()
{
vector spd;
{
@loop;
if (llVecMag(spd = llGetVel()) > .001)
{ //We're accelerating...
llApplyImpulse(-spd, 0); //Slow us down.
}
jump loop;
}
}
}//Written by Xaviar Czervik
Notes
To get the velocity relative the local frame (the direction the object is pointing), divide the output of this function by that of its rotation.
vector local_vel = llGetVel() / llGetRot()
See Also
Functions
• | llGetAccel | |||
• | llGetOmega | |||
• | llGetForce | – | Gets the objects force | |
• | llGetTorque | |||
• | llGetMass |