Difference between revisions of "LlApplyImpulse"

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|p2_type=integer
|p2_type=integer
|p2_name=local
|p2_name=local
|p2_hover=boolean, if TRUE, force is treated as a local directional vector instead of region directional vector.
|p2_desc=boolean, if [[TRUE]], '''force''' is treated as a [[Viewer coordinate frames#Local|local]] directional vector instead of [[Viewer coordinate frames#Region|region]] directional vector.
|p2_desc=boolean, if [[TRUE]], '''force''' is treated as a [[Viewer coordinate frames#Local|local]] directional vector instead of [[Viewer coordinate frames#Region|region]] directional vector.
|func_footnote=Instantaneous impulse. [[llSetForce]] has continuous push. "Instantaneous" seems to mean a one second impulse, as an application of a force (in newtons) equal to the object's mass (in kg) for one second will accelerate it to a velocity of 1 (in meters per second), which appears to be what happens with this function.
|func_footnote=Instantaneous impulse. [[llSetForce]] has continuous push. "Instantaneous" seems to mean a one second impulse, as an application of a force (in newtons) equal to the object's mass (in kg) for one second will accelerate it to a velocity of 1 (in meters per second), which appears to be what happens with this function.

Revision as of 06:49, 6 August 2009

Summary

Function: llApplyImpulse( vector force, integer local );

Applies impulse to object

• vector force
• integer local boolean, if TRUE, force is treated as a local directional vector instead of region directional vector.

Instantaneous impulse. llSetForce has continuous push. "Instantaneous" seems to mean a one second impulse, as an application of a force (in newtons) equal to the object's mass (in kg) for one second will accelerate it to a velocity of 1 (in meters per second), which appears to be what happens with this function.

Caveats

  • Object must be physical.
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Examples

<lsl> //Rez an object, and drop this script in it. //This will launch it at the owner. default {

    state_entry() {
         list p = llGetObjectDetails(llGetOwner(), [OBJECT_POS]);
         if(p != []) {
             llSetStatus(STATUS_PHYSICS, TRUE);
             vector pos = llList2Vector(p, 0);
             vector direction = llVecNorm(pos - llGetPos());
             llApplyImpulse(direction * 100, 0);
         }
    }

}

</lsl>

See Also

Functions

•  llApplyRotationalImpulse
•  llSetForce Set continuous force

Deep Notes

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Signature

function void llApplyImpulse( vector force, integer local );