Difference between revisions of "LlGetAccel"

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{{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]]|}}

Revision as of 10:10, 18 February 2008

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.

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 {
     state_entry() {
          vector ac;
          @loop { // Go forever
               if (llVecMag(ac = llGetAccel()) > .001) { //We're accelerating...
                    llApplyImpulse(-ac, 0) //Slow us down.
               }
          }jump loop;
     }
}

See Also

Functions

•  llGetOmega
•  llGetVel
•  llGetTorque
•  llGetMass
•  llGetForce
•  llSetForce
•  llSetTorque
•  llSetForceAndTorque

Deep Notes

Signature

function vector llGetAccel();