llApplyImpulse(vector impulse, integer local)
Apply an instant impulse (a change in the linear momentum, like a "kick") to a physical object (or the avatar if it's in an attachment). It has no effect on non-physical objects.
A vector specifying the impulse to apply. Impulse is expressed in units of lindograms·m/s. For example, in absence of other effects such as gravity or friction, applying an impulse vector of <1, 0, 0> to an object with a mass of 1.25 lindograms will add a velocity of 0.8 m/s in the given direction (applied according to the local
parameter).
Boolean value indicating whether the impulse
vector applies its effect in coordinates local to the root prim or avatar (if TRUE) or in sim coordinates (if FALSE).
When TRUE, the impulse
vector specifies coordinates local to the root prim. For example, if impulse
is <1, 0, 0> and the X axis of the root prim is looking northwest, then the impulse will be applied in the northwest direction, aligned with the root prim's X axis. If it's an attachment, the vector is relative to the avatar's orientation.
When FALSE, the vector specifies sim coordinates, where positive X is east, positive Y is north, positive Z is up, and vice versa for negative; for example, if impulse
is <-1, 0, 0>, the impulse will be applied in the westward direction, no matter how the root prim or the avatar is oriented.
llGetVel
can be greater for an instant before it is actually applied. The value returned by llGetVel seems to be limited to a magnitude of 250 m/s.llApplyImpulse(<0, 0, 5>, FALSE); // Applies an impulse to a physical object, making it "jump". llApplyImpulse(<3, 4, 0>*llGetMass(), TRUE); // Adds <3,4,0> m/s to a prim. // If it wasn't moving, its final speed will be 5 m/s // (the length of that vector).
llApplyRotationalImpulse
is the same but for angular momentum instead of linear.llSetForce
applies a force to an object continuously.llSetTorque
is the angular equivalent to llSetForce.llSetForceAndTorque
sets both force and torque at the same time.llSetVelocity
applies the necessary impulse to an object for its velocity to match the given value.llGetVel
returns the current velocity of the object.llSetAngularVelocity
and llGetOmega
are the angular equivalents of llSetVelocity/llGetVel.llGetMass
returns the mass in Lindograms of an object.llGetMassMKS
returns the mass in kilograms of an object. Most LSL functions use Lindograms, so this function is of limited use in physics calculations.