Difference between revisions of "LlGetAccel"

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<source lang="lsl2">
//A very simple (and not very effective) way of keeping a physical object in place.
//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 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.  
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}</lsl>
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|helpers
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|also_functions=

Latest revision as of 00:31, 22 January 2015

Summary

Function: vector llGetAccel( );
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

Deep Notes

Signature

function vector llGetAccel();