Difference between revisions of "LlPushObject"

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{{LSLFunctionAll|func_id=165|func_sleep=0.0|func_energy=10.0|func=llPushObject|p1_type=key|p1_name=id|p2_type=vector|p2_name=impulse|p3_type=vector|p3_name=ang_impulse|p4_type=integer|p4_name=local|func_footnote=Applies impulse and ang_impulse to object id|return_text|spec|caveats|examples|helpers|related|also|notes}}[[Category:LSL_Functions]][[Category:LSL_Stub]]
{{LSL_Function
|inject-2={{LSL_Function/uuid|target|sim=*|object=*|group=}}
|func_id=165|func_sleep=0.0|func_energy=10.0
|func=llPushObject
|p1_type=key|p1_name=target|p1_desc
|p2_type=vector|p2_name=impulse|p2_desc=Direction and force of push. Direction is affected by {{LSLP|local}}.|p2_hover=Direction and force of push. Direction is affected by 'local'.
|p3_type=vector|p3_name=ang_impulse|p3_desc=Rotational force.
|p4_type=integer|p4_name=local|p4_desc=boolean, if {{LSL Const|TRUE|integer|1}} uses the [[Viewer coordinate frames#Local|local]] axis of {{LSLP|target}}, if {{LSL Const|FALSE|integer|0}} uses the [[Viewer coordinate frames#Region|region]] axis.|p4_hover=boolean, if TRUE uses the local axis of 'target', if FALSE uses the region axis.
|func_footnote
|func_desc=Applies {{LSLP|impulse}} and {{LSLP|ang_impulse}} to object {{LSLP|target}}
|return_text
|spec
|caveats=*Only works on land where Push is not restricted or where the script is owned by the land owner.
**If the land is owned by a group, the scripted object must be deeded to the same group.
*The effectiveness of Push is modulated by the amount of [[Energy|script energy]] available.
**There is a [[LlPushObject/Havok4Implementation|simplified code snippet]] describing how Push is implemented in the Havok4 project and reveals some of the details of how the energy budget affects the final Push magnitude.
*In no-push areas an object can only push its owner.
*{{LSLP|ang_impulse}} is ignored when applying to agents or their attachments.
*[[Energy]] use is calculated as magnitude of {{LSLP|impulse}} divided by 20,000.
*The push impact is diminished with distance by a factor of distance cubed.
|constants
|examples=
<source lang="lsl2">// Pushes the collided object or avatar.
default
{
    collision_start(integer num_detected)
    {
        llPushObject(llDetectedKey(0),<0,0,100>, <0,0,100>, TRUE);
    }
}</source>
|helpers
|also_functions
|also_events
|also_tests
|also_articles
|notes
|permission
|negative_index
|cat1=Physics
|cat2=Movement
|cat3
|cat4
}}

Revision as of 11:02, 24 September 2022

Summary

Function: llPushObject( key target, vector impulse, vector ang_impulse, integer local );

Applies impulse and ang_impulse to object target

• key target avatar or object UUID that is in the same region
• vector impulse Direction and force of push. Direction is affected by local.
• vector ang_impulse Rotational force.
• integer local boolean, if TRUE uses the local axis of target, if FALSE uses the region axis.

Caveats

  • Only works on land where Push is not restricted or where the script is owned by the land owner.
    • If the land is owned by a group, the scripted object must be deeded to the same group.
  • The effectiveness of Push is modulated by the amount of script energy available.
    • There is a simplified code snippet describing how Push is implemented in the Havok4 project and reveals some of the details of how the energy budget affects the final Push magnitude.
  • In no-push areas an object can only push its owner.
  • ang_impulse is ignored when applying to agents or their attachments.
  • Energy use is calculated as magnitude of impulse divided by 20,000.
  • The push impact is diminished with distance by a factor of distance cubed.
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Examples

// Pushes the collided object or avatar.
default
{
    collision_start(integer num_detected)
    {
        llPushObject(llDetectedKey(0),<0,0,100>, <0,0,100>, TRUE);
    }
}

Deep Notes

Search JIRA for related Issues

Signature

function void llPushObject( key target, vector impulse, vector ang_impulse, integer local );