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
|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_desc
|func_desc
|return_text=that is the velocity of the object. It is relative to the [[Viewer coordinate frames#Global|global coordinate frame]] (the object rotation has no affect on this functions output).
|return_text=that is the velocity of the object.
|spec
|spec
|caveats
|caveats
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|also_events
|also_events
|also_articles
|also_articles
|notes
|notes=To get the velocity relative the local frame (the direction the object is pointing), multiply the output of this function with that of it's rotation.
|permission
<lsl>vector local_vel = llGetVel() * llGetRot()</lsl>
|cat1=Physics
|cat1=Physics
|cat2=Vehicle
|cat2=Vehicle

Revision as of 15:45, 8 February 2008

Summary

Function: vector llGetVel( );

Returns a vector that is the velocity of the object.

Velocity reported is relative to the global coordinate frame (the object rotation has no affect on this functions output).

Examples

<lsl>//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;}
   }
}//Code by Xaviar Czervik</lsl>

Notes

To get the velocity relative the local frame (the direction the object is pointing), multiply the output of this function with that of it's rotation. <lsl>vector local_vel = llGetVel() * llGetRot()</lsl>

See Also

Functions

•  llGetAccel
•  llGetOmega

Deep Notes

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Signature

function vector llGetVel();