Difference between revisions of "LlSetBuoyancy"
Jump to navigation
Jump to search
m (Changed spelling to 'affect' from 'effect', since to affect an object is to have an effect on it, whereas to effect an object would be more like to rez it.) |
m (Added a small indent, makes the explanations look so much nicer this way!) |
||
(11 intermediate revisions by 8 users not shown) | |||
Line 6: | Line 6: | ||
|p1_type=float|p1_name=buoyancy|p1_desc | |p1_type=float|p1_name=buoyancy|p1_desc | ||
|func_desc=Sets the buoyancy of the task or object. Requires [[STATUS_PHYSICS|physics]] to be enabled. | |func_desc=Sets the buoyancy of the task or object. Requires [[STATUS_PHYSICS|physics]] to be enabled. | ||
|func_footnote= | |func_footnote=A '''buoyancy''' value of 0.0 disables the effect<br/>when '''buoyancy''' is < 1.0, the object sinks <br/>when '''buoyancy''' equals 1.0 it floats <br/>when '''buoyancy''' is > 1.0 the object rises | ||
|spec | |spec | ||
|caveats=*[[llWind|Wind]] can cause the prim to drift. | |caveats=*[[llWind|Wind]] can cause the prim to drift. (server 1.38.4 this appears not to be true) | ||
*Unlike some other characteristics, | *Unlike some other characteristics, a buoyancy effect is cancelled if the script that set buoyancy is removed from the prim. | ||
*This function eats [[energy]] to keep the object floating. Large objects | *This function cannot be used to set relative levels of buoyancy in parts of a linked object, e.g. to simulate a helium balloon weighted by its string. The most recent call of <code>llSetBuoyancy</code> in any child prim appears to set the global buoyancy level for the object. | ||
|constants | *This function eats [[energy]] to keep the object floating. Large objects may not be able to supply enough energy to keep the object floating. | ||
|examples=Makes an object float up slowly (e.g. a red balloon)< | * For better performance, replace by <code>[[llSetPhysicsMaterial]]([[GRAVITY_MULTIPLIER]], gravity, 0.0, 0.0, 0.0)</code> which doesn't consume energy. | ||
:For example, replace <code>llSetBuoyancy(1.5)</code> by <code>llSetPhysicsMaterial(GRAVITY_MULTIPLIER, -0.5 ,0.0, 0.0, 0.0)</code> to raise an object; replace <code>llSetBuoyancy(1.0)</code> by <code>llSetPhysicsMaterial(GRAVITY_MULTIPLIER, 0.0 ,0.0, 0.0, 0.0)</code> to float an object | |||
* When buoyancy is changed, the object briefly continues to be affected by the last value. For example, if buoyancy was set it to 1.5 to raise an object, and whilst moving, buoyancy is changed it to 0.0, the object continues to rise for a moment, because the force is not reversed, only cancelled. With <code>llSetPhysicsMaterial(GRAVITY_MULTIPLIER, -0.5 ,0.0, 0.0, 0.0)</code> followed by <code>llSetPhysicsMaterial(GRAVITY_MULTIPLIER, 1.0 ,0.0, 0.0, 0.0)</code>, the change in movement is immediate, and the object starts to fall at the instant that the second call is done. | |||
|constants . | |||
|examples=Makes an object float up slowly (e.g. a red balloon)<syntaxhighlight lang="lsl2">default | |||
{ | { | ||
state_entry() | state_entry() | ||
Line 19: | Line 23: | ||
llSetBuoyancy(1.05); | llSetBuoyancy(1.05); | ||
} | } | ||
}</ | }</syntaxhighlight> | ||
|helpers | |helpers | ||
|also_functions | |also_functions | ||
Line 25: | Line 29: | ||
|also_events | |also_events | ||
|also_articles | |also_articles | ||
|notes=Often used to make an object | |notes=Often used to make an object appear to be unaffected by gravity. | ||
|haiku={{Haiku|A buoy in the sea|Rising with the swell of waves|Bobbing up and down}} | |||
|cat1=Hover | |cat1=Hover | ||
|cat2=Physics | |cat2=Physics |
Latest revision as of 18:40, 20 October 2023
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llSetBuoyancy( float buoyancy );0.0 | Forced Delay |
10.0 | Energy |
Sets the buoyancy of the task or object. Requires physics to be enabled.
• float | buoyancy |
A buoyancy value of 0.0 disables the effect
when buoyancy is < 1.0, the object sinks
when buoyancy equals 1.0 it floats
when buoyancy is > 1.0 the object rises
Caveats
- Wind can cause the prim to drift. (server 1.38.4 this appears not to be true)
- Unlike some other characteristics, a buoyancy effect is cancelled if the script that set buoyancy is removed from the prim.
- This function cannot be used to set relative levels of buoyancy in parts of a linked object, e.g. to simulate a helium balloon weighted by its string. The most recent call of
llSetBuoyancy
in any child prim appears to set the global buoyancy level for the object. - This function eats energy to keep the object floating. Large objects may not be able to supply enough energy to keep the object floating.
- For better performance, replace by
llSetPhysicsMaterial(GRAVITY_MULTIPLIER, gravity, 0.0, 0.0, 0.0)
which doesn't consume energy.
- For example, replace
llSetBuoyancy(1.5)
byllSetPhysicsMaterial(GRAVITY_MULTIPLIER, -0.5 ,0.0, 0.0, 0.0)
to raise an object; replacellSetBuoyancy(1.0)
byllSetPhysicsMaterial(GRAVITY_MULTIPLIER, 0.0 ,0.0, 0.0, 0.0)
to float an object
- When buoyancy is changed, the object briefly continues to be affected by the last value. For example, if buoyancy was set it to 1.5 to raise an object, and whilst moving, buoyancy is changed it to 0.0, the object continues to rise for a moment, because the force is not reversed, only cancelled. With
llSetPhysicsMaterial(GRAVITY_MULTIPLIER, -0.5 ,0.0, 0.0, 0.0)
followed byllSetPhysicsMaterial(GRAVITY_MULTIPLIER, 1.0 ,0.0, 0.0, 0.0)
, the change in movement is immediate, and the object starts to fall at the instant that the second call is done.
Examples
Makes an object float up slowly (e.g. a red balloon)
default
{
state_entry()
{
llSetStatus(STATUS_PHYSICS, TRUE);
llSetBuoyancy(1.05);
}
}
Notes
Often used to make an object appear to be unaffected by gravity.