llGetEnergy
float llGetEnergy()Returns how much energy is in the object as a percentage of maximum.
Monitoring Energy Usage During Physics Operations
Section titled “Monitoring Energy Usage During Physics Operations”This example demonstrates how to use llGetEnergy() to monitor energy consumption while testing various physics functions. The script waits for the object to recover to nearly full energy before each test, then measures energy usage as it applies different physics effects.
// This script tests the energy use of most of the physics functions// Last version: 07 October 2009 by Gianni Lupindo
vector homePos;integer timerCount = 0;integer testCount = 0;string space = " ";
// move more than 10mmoveTo(vector origin, vector destination) { float dist = llVecDist(origin, destination); integer passes = llCeil( llLog(dist/10.0) / llLog(2.0) ); integer i; list params = [PRIM_POSITION, destination]; for (i=0; i<passes; i++) { params = (params=[]) + params + params; } // actually move the prim, now llSetPrimitiveParams(params);}
returnHome(){ llSetTimerEvent(0); llSetStatus(STATUS_PHYSICS, FALSE); llSleep(0.2); moveTo(llGetPos(),homePos); llSetRot(ZERO_ROTATION);}
default{ state_entry() { homePos = llGetPos(); llOwnerSay("Mass is "+(string)llGetMass()); } on_rez(integer _n) { llResetScript(); } touch_start(integer n) { space = " "; do { llSleep(0.5); } while (llGetEnergy() < 0.998); llSetPos( llGetPos()+<0,0,5>); llSetStatus(STATUS_PHYSICS,TRUE); llSetTimerEvent(1.0);
vector impulse = <0,0,5>*llGetMass(); if (testCount == 0) { llOwnerSay("ApplyImpulse (test 0)"); llApplyImpulse( impulse, TRUE ); } else if (testCount == 1) { llOwnerSay("ApplyRotImpulse (test 1)"); llApplyRotationalImpulse( impulse, TRUE); } else if (testCount == 2) { llOwnerSay("PushObject (test 2)"); llPushObject(llGetKey(), impulse, ZERO_VECTOR, TRUE); } else if (testCount == 3) { llSetForceAndTorque( ZERO_VECTOR, ZERO_VECTOR, TRUE ); llOwnerSay("Force (test 3)"); llSetForce( impulse, TRUE ); } else if (testCount == 4) { llSetForceAndTorque( ZERO_VECTOR, ZERO_VECTOR, TRUE ); llOwnerSay("Torque (test 4)"); llSetTorque( impulse, TRUE ); } else if (testCount == 5) { llSetForceAndTorque( ZERO_VECTOR, ZERO_VECTOR, TRUE ); llOwnerSay("Force and Torque (test 5)"); llSetForceAndTorque( impulse, impulse, TRUE ); } else if (testCount == 6) { llSetForceAndTorque( ZERO_VECTOR, ZERO_VECTOR, TRUE ); llOwnerSay("MoveToTarget (test 6)"); llMoveToTarget( impulse, 0.4 ); } else if (testCount == 7) { llStopMoveToTarget ( ); llOwnerSay("RotLookAt (test 7)"); llRotLookAt( llEuler2Rot(impulse*DEG_TO_RAD), 0.4, 0.4 ); } else if (testCount == 8) { llStopLookAt ( ); llOwnerSay("LookAt (test 8)"); llLookAt( impulse, 0.4, 0.4 ); } else if (testCount == 9) { llStopLookAt ( ); llOwnerSay("Hover Height (test 9)"); llSetHoverHeight( 5.0, TRUE, 0.5); } else if (testCount == 10) { llSetHoverHeight( 0, TRUE, 0.5); llOwnerSay("Ground Repel (test 10)"); llGroundRepel( 5, TRUE, 0.5); } else if (testCount == 11) { llGroundRepel( 0, TRUE, 0.5); llOwnerSay("Buoyancy (test 11)"); llSetBuoyancy( 0.997 ); } else { llSetBuoyancy( 0.0 ); llOwnerSay("Done"); } timerCount = 0; if (testCount != 12) { llOwnerSay((string)timerCount+". Energy: "+space+(string)llGetEnergy()); testCount++; } else { testCount = 0; returnHome(); } } timer() { timerCount++; if (timerCount >= 10) space = ""; llOwnerSay((string)timerCount+". Energy: "+space+(string)llGetEnergy()); if (timerCount>=10) { returnHome(); } } collision(integer n) { llOwnerSay("*. Energy: "+space+(string)llGetEnergy()+" (collision)"); }}Simple Energy Check
Section titled “Simple Energy Check”default{ state_entry() { // Wait for object to recover nearly full energy before starting do { llSleep(0.5); } while (llGetEnergy() < 0.998); llOwnerSay("Object has recovered to " + (string)llGetEnergy() + " energy"); }}llGetEnergy()returns a float value between 0.0 (empty) and 1.0 (full)- Energy is used by physics operations and script execution
- The function has no direct parameters but the return value changes based on object activity
- Common practice is to wait for energy to recover (close to 1.0) before performing energy-intensive operations
- Energy usage varies depending on the specific physics functions and operations performed