LlApplyImpulse
Looking for the current API? Open the llApplyImpulse reference →
Wiki description
Applies impulse to object
Function notes
Instantaneous impulse. llSetForce has continuous push. "Instantaneous" seems to mean a one second impulse.
This function actually expects
momentum to be expressed in Lindograms * meters per second.See below for an example script to accelerate an object to a specific velocity. (Alternately, use llSetVelocity)
Caveats
- Sets an initial momentum on the object applied to the center of Mass . Momentum is the mass*velocity needed to get an initial movement of velocity if the object is not affected by other forces ( such as gravity )
- The magnitude of
momentummay be scaled back by the object's available energy. For heavy objects , the cap of momentum will be momentum = 20000 . ( and not 20 as told previously ). For fast objects , the velocity will be capped to 202 meters/second ( and so the momentum will reflect this cap )
Examples
//This script will apply an impulse to reach a target velocity value, regardless of object mass.
vector start;
rotation startRot;
float Velocity = 13.0; //meters / second.
default
{
touch_start(integer total_number)
{
llSay(0, "Launching!");
start = llGetPos();
startRot = llGetRot();
llSetStatus(STATUS_PHYSICS, TRUE); // Make sure prim has physics enabled
//vector targetVelo = <0,0,Velocity>*llGetMassMKS(); //Factor object mass into velocity calculation. Kg*m/s
//vector adjVelo = targetVelo/100; //Convert targetVelo back to Lindograms (Lg), as momentum uses Lg*m/s and not Kg*m/s. (Without this, the object will ping off at 100* the speed! llGetVel will also report that instead of having an initial velocity of ~13 m/s, it will have an initial velocity of ~113 m/s).
vector adjVelo = <0,0,Velocity>*llGetMass(); //Factor object mass (in Lindograms) into velocity calc. Lg*m/s. This replaces the above calculation.
llApplyImpulse(adjVelo,TRUE);
llSetTimerEvent(0.1);
}
land_collision_start(vector start)
{
llSetLinkPrimitiveParamsFast(LINK_ROOT,[PRIM_PHYSICS,FALSE,PRIM_POSITION,start,PRIM_ROTATION,startRot]);
llSetTimerEvent(0);
}
timer()
{
llOwnerSay((string)llGetVel()); //Report velocity value back to owner.
}
} //Jenna Huntsman// Rez an object, and drop this script in it.
// This will launch it at the owner.
default
{
state_entry()
{
key ownerKey = llGetOwner();
vector ownerPosition = llList2Vector(llGetObjectDetails(ownerKey, [OBJECT_POS]), 0);
// if the owner is not in the sim, stop fooling around
if (llGetAgentSize(ownerKey) == ZERO_VECTOR)
return;
// else
llSetStatus(STATUS_PHYSICS, TRUE);
vector objectPosition = llGetPos();
vector direction = llVecNorm(ownerPosition - objectPosition);
llApplyImpulse(direction * llGetMass(), 0);
}
}Make yourself a beer can, drop this script into it, and have some target practice.
vector gHome;
integer gHit;
default
{
collision_start(integer num)
{
if (!gHit)
{
llSetTimerEvent(15.0);
gHome = llGetPos();
gHit = TRUE;
}
llSetStatus(STATUS_PHYSICS, TRUE);
llTriggerSound("b90ed62a-2737-b911-bb53-6b9228bbc933",1.0);
llApplyImpulse(llGetMass()*<0,0,5.0>,TRUE);
llApplyRotationalImpulse(llGetMass()*<llFrand(1.0),llFrand(1.0),llFrand(1.0)>,TRUE);
llResetTime();
}
land_collision(vector where)
{
if (llGetTime() < 0.5)
{
llResetTime();
llApplyImpulse(llGetMass()*<0,0,llFrand(1.0)>,TRUE);
llApplyRotationalImpulse(llGetMass()*<llFrand(1.0),llFrand(1.0),llFrand(1.0)>,TRUE);
}
}
timer()
{
llSetStatus(STATUS_PHYSICS,FALSE);
gHit = FALSE;
llSetRegionPos(gHome); // Send the can home, even if more than 10m away
llSetRot(ZERO_ROTATION);
llSetTimerEvent(0.0);
}
}// Useless script , just to demo that
// the parameter is a momentum not a force
// the initial velocity * mass = momentum when there are no other forces ( collisions, gravity )
// the momentum is not capped to 20
// momentum may be capped nevertheless because velocity is capped around 200 meters/second ; in this case it will be capped to 200m/s * mass
integer tid;
vector initPos;
vector Impulse;
default
{
state_entry()
{
llSetPhysicsMaterial(GRAVITY_MULTIPLIER,0,0,0,0);
llSetStatus(STATUS_PHANTOM, TRUE);
llSetStatus(STATUS_PHYSICS, TRUE);
}
touch_end(integer n)
{
tid=llTarget(initPos=llGetPos(),30);
llSetStatus(STATUS_PHYSICS, TRUE);
Impulse = llGetMass()*<0,0,25>;
llOwnerSay(llList2Json(JSON_ARRAY, [ "Setup a Momentum=", Impulse ]));
llApplyImpulse( Impulse , FALSE);
}
moving_start()
{
llOwnerSay(llList2Json(JSON_ARRAY, [ "Velocity= ", llGetVel(), "Force=",llGetMass()*llGetAccel(), "Momentum=", llGetVel()*llGetMass()]));
}
not_at_target()
{
llSetTimerEvent(0.0);
llTargetRemove(tid);
llSetStatus(STATUS_PHYSICS, FALSE);
llSetRegionPos(initPos);
}
}
// Example of results
// ["Setup a Momentum=","<0.000000, 0.000000, 183.181381>"]
// [10:19] Object: ["Velocity=","<0.000000, 0.000000, 25.000002>","Force=","<0.000000, 0.000000, -0.171902>","Momentum=","<0.000000, 0.000000, 183.181396>"]
// And for an heavy object, the cap is 20000
// ["Setup a Momentum=","<0.000000, 0.000000, 28244.332031>"]
// [11:01] Object: ["Velocity=","<0.000000, 0.000000, 17.702671>","Force=","<0.000000, 0.000000, -28.363781>","Momentum=","<0.000000, 0.000000, 20000.005859>See also: functions
Shared wiki helpers
The original page also injects shared parameter notes, caveats or issue information through these helpers. Their conditional MediaWiki logic is not reproduced here; inspect the preserved helper source for additional material.
Original shared helper source (conditional wiki logic is not evaluated)
{{Issues|SVC-8227|[[llApplyImpulse]] now works only in the root prim.|type=bug|resolution=fixed}}Original shared helper source (conditional wiki logic is not evaluated)
{{LSL Injection Test}}{{#if:
{{#if:{{{local|}}}|
{{#ifeq:{{{local|}}}|*||
<!-- non-zero=* -->
{{#ifeq:{{{1|}}}|torque|
{{LSL_Function/boolean|{{{local|}}}|if=*
|th=uses the local axis
|td=uses the [[Viewer coordinate frames#Local|local axis]]
|fh=uses the region axis
|fd=uses the region [[Viewer coordinate frames#Region|region axis]]
|bool=*}}
|
{{LSL_Function/boolean|{{{local|}}}|if=*
|th={{{1|}}} is treated as a local directional vector
|td={{LSLP|{{{1|}}}}} is treated as a [[Viewer coordinate frames#Local|local]] directional vector
|fh={{{1|}}} is treated as a region directional vector
|fd={{LSLP|{{{1|}}}}} is treated as a [[Viewer coordinate frames#Region|region]] directional vector
|bool=*}}
}}
}}
}}
}}Template:LSL Function/physical
Original shared helper source (conditional wiki logic is not evaluated)
{{LSL Injection Test}}{{#if:
{{#vardefine:caveats|{{#var:caveats}}
*Only works in {{#if:{{{avatar|}}}|attachments and}} [[STATUS_PHYSICS|physics-enabled]] objects.}}
}}<noinclude>
{| {{Prettytable}}
|- {{Hl2}}
! #var
! value
|-
{{VarPair|caveats}}
|}
</noinclude>Original wiki source
Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.