llApplyImpulse(vector force, integer local)
If an object
, this call
applies a single push
in a specific direction to the object defined by the argument force
. If local
is applied along the object's local
axis, otherwise it is applied along the global axis
Note: unlike llApplyRotationalImpulse
, llApplyImpulse does
work on attachments
Because there is no air friction, any impulse off the vertical (gravity) axis will cause the object to keep moving forever. Hence, this can be used to set a velocity.
To set the object's velocity
setVel(vector newVel, integer localAxis)
vector curVel = llGetVel();
rotation rot = llGetRot();
curVel /= rot; // Un-rotate curVel.
newVel -= curVel;
newVel *= llGetMass();
Compare with llApplyRotationalImpulse
- In order to give an object a specific speed and direction, use the momentum equation: p=m*v where v is the target velocity vector and m is the mass of the object.
//10 meters per second upwards
//Gravity will slow the object down immediately and make it fall back
To overcome gravity
effects, use a force which, unlike an impulse, is constant over time
To stop a moving object dead in its tracks, apply an impulse to counter its current impulse:
//This will cancel the speed of an object that has no other forces set on it
//and will cause it to stop in place relative to the ground
Is it possible to apply Impulses to other peoples objects that havn't been scripted to do so?
The actual impulse may be less than requested for two reasons.
- The push vector magnitude is limited to 20,000. Anything over this is scaled back to a magnitude of 20,000.
- The push vector is always scaled by the energy of the object. For relatively small objects (say, smaller than an avatar), the object's energy is likely to be 1.0, in which case there will be no effect. However, for large objects, or objects that are being manipulated a lot, the energy may be anywhere from 0.0 to 1.0, and the effect can be very sizeable. See energy for more details on how energy is calculated.
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