Difference between revisions of "LlGetAccel"
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|func_footnote | |func_footnote | ||
|func_desc | |func_desc | ||
|return_text=that is the acceleration of the object | |return_text=that is the acceleration of the object in the [[Viewer coordinate frames#Region|region]] frame of reference. | ||
|spec | |spec | ||
|caveats | |caveats= | ||
*Returns [[ZERO_VECTOR]] in attachments regardless of the avatar's acceleration. | |||
*Returns [[ZERO_VECTOR]] in child prims regardless of the linkset's acceleration. | |||
|constants | |constants | ||
|examples | |examples= | ||
<source lang="lsl2"> | |||
//A very simple (and not very effective) way of keeping a physical object in place. | |||
//If the object is moving when the script is put in the object, then the object will continue to move, so long as it doesn't accelerate. | |||
//If you ever want to actually stop an object, use llMoveToTarget(llGetPos(), .1) | |||
default { | |||
moving_start(){ | |||
vector ac; | |||
// Go forever | |||
while(llVecMag(ac = llGetAccel()) > .001) { //We're accelerating... | |||
llApplyImpulse(-ac, 0); //Slow us down. | |||
} | |||
} | |||
}</source> | |||
|helpers | |helpers | ||
|also_functions= | |also_functions= | ||
{{LSL DefineRow||[[llGetOmega]]|}} | {{LSL DefineRow||[[llGetOmega]]|}} | ||
{{LSL DefineRow||[[llGetVel]]|}} | {{LSL DefineRow||[[llGetVel]]|}} | ||
{{LSL DefineRow||[[llGetTorque]]|}} | |||
{{LSL DefineRow||[[llGetMass]]|}} | |||
{{LSL DefineRow||[[llGetForce]]|}} | |||
{{LSL DefineRow||[[llSetForce]]|}} | {{LSL DefineRow||[[llSetForce]]|}} | ||
{{LSL DefineRow||[[llSetTorque]]|}} | {{LSL DefineRow||[[llSetTorque]]|}} |
Latest revision as of 01:31, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: vector llGetAccel( );78 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns a vector that is the acceleration of the object in the region frame of reference.
Caveats
- Returns ZERO_VECTOR in attachments regardless of the avatar's acceleration.
- Returns ZERO_VECTOR in child prims regardless of the linkset's acceleration.
Examples
//A very simple (and not very effective) way of keeping a physical object in place.
//If the object is moving when the script is put in the object, then the object will continue to move, so long as it doesn't accelerate.
//If you ever want to actually stop an object, use llMoveToTarget(llGetPos(), .1)
default {
moving_start(){
vector ac;
// Go forever
while(llVecMag(ac = llGetAccel()) > .001) { //We're accelerating...
llApplyImpulse(-ac, 0); //Slow us down.
}
}
}
See Also
Functions
• | llGetOmega | |||
• | llGetVel | |||
• | llGetTorque | |||
• | llGetMass | |||
• | llGetForce | |||
• | llSetForce | |||
• | llSetTorque | |||
• | llSetForceAndTorque |