Difference between revisions of "LlGetVel"
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(The signing of examples is kinda taboo, so it's best to do it at the bottom of the code and not the top.) |
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|examples=<lsl>//A very simple (and not very effective) way of keeping a physical object in place. | |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) | //If you ever want to actually stop an object, use llMoveToTarget(llGetPos(), .1) | ||
default | default | ||
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} | } | ||
} | } | ||
}</lsl> | }//Written by Xaviar Czervik</lsl> | ||
|helpers | |helpers | ||
|also_functions= | |also_functions= |
Revision as of 15:37, 6 March 2008
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Summary
Function: vector llGetVel( );77 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
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).
Caveats
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; } }}//Written 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 | |||
• | llGetForce | – | Gets the objects force | |
• | llGetTorque | |||
• | llGetMass |