Difference between revisions of "LlTargetOffsetOmega"

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{{LSL Function
{{LSL Function
|func_id=133
|func_id
|mode=request
|func_sleep=0.0
|func_sleep=0.0
|func_energy=10.0
|func_energy=10.0
|func=llTargetOmega
|func=llTargetOffsetOmega
|p1_type=vector|p1_name=axis|p1_desc=arbitrary axis to rotate the object around
|p1_type=vector|p1_name=axis|p1_desc=arbitrary axis to rotate the object around
|p2_type=float|p2_name=spinrate|p2_desc=rate of rotation in radians per second
|p2_type=float|p2_name=spinrate|p2_desc=rate of rotation in radians per second
|p3_type=float|p3_name=gain|p3_desc=needs to be non-zero
|p3_type=float|p3_name=gain|p3_desc=needs to be non-zero
|p4_type=vector|p4_name=offset|p4_desc=offset from the center of the prim translates the '''axis'''
|func_footnote
|func_footnote
|func_desc=Rotates the object around '''axis''' at '''spinrate''' * {{LSLG|llVecMag}}('''axis''') in radians per second with strength '''gain'''.
|func_desc=Rotates the object around '''axis''' passing through '''offset''' at '''spinrate''' * {{LSLG|llVecMag}}('''axis''') in radians per second with strength '''gain'''.
|examples=<pre>//rotates the x axis once per second,
|examples=<lsl>//rotates the x axis once per second,
//  rotates the y axis 3 times per second,  
//  rotates the y axis 3 times per second,  
//  rotates the z axis once every two seconds.
//  rotates the z axis once every two seconds.
//  combined the rate is about 3.20156 revolutions per second
//  combined the rate is about 3.20156 revolutions per second
llTargetOmega(<1.0,3.0,0.5>,TWO_PI,1.0);</pre>
llTargetOmega(<1.0,3.0,0.5>,TWO_PI,1.0, <1.0, 2.0, 3.0>);</lsl>
|spec=
|spec=
===Physics===
===Physics===
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*If the object is physical then the physical representation is updated regularly.
*If the object is physical then the physical representation is updated regularly.
===Link Sets===
===Link Sets===
TODO: Not really sure about this - I suppose that the offset could be relative to various coordinate systems.
*If the script is attached to the root prim, the entire object rotates around the [[Viewer coordinate frames#Region|region]] '''axis'''
*If the script is attached to the root prim, the entire object rotates around the [[Viewer coordinate frames#Region|region]] '''axis'''
**If the object is attached then it rotates around the attachment '''axis'''
**If the object is attached then it rotates around the attachment '''axis'''
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|also_articles
|also_articles
|notes=Use {{LSLG|llVecNorm}} on '''axis''' so that '''spinrate''' actually represents the rate of rotation.
|notes=Use {{LSLG|llVecNorm}} on '''axis''' so that '''spinrate''' actually represents the rate of rotation.
|cat1=Physics
|cat1
|cat2=Effects
|cat2
|cat3
|cat3
|cat4
|cat4
}}
}}

Latest revision as of 20:04, 4 August 2009

Emblem-important-yellow.png LSL Feature Request
The described function does not exist. This article is a feature request.

Summary

Function: llTargetOffsetOmega( vector axis, float spinrate, float gain, vector offset );
REQUEST Function ID
0.0 Forced Delay
10.0 Energy

Rotates the object around axis passing through offset at spinrate * llVecMag(axis) in radians per second with strength gain.

• vector axis arbitrary axis to rotate the object around
• float spinrate rate of rotation in radians per second
• float gain needs to be non-zero
• vector offset offset from the center of the prim translates the axis

Specification

Physics

  • If the object is not physical then the effect is entirely client side.
  • If the object is physical then the physical representation is updated regularly.

Link Sets

TODO: Not really sure about this - I suppose that the offset could be relative to various coordinate systems.

  • If the script is attached to the root prim, the entire object rotates around the region axis
    • If the object is attached then it rotates around the attachment axis
  • If the script is attached to a child prim, the prim rotates around the local axis
    • A Child prim can rotate around its own axis while the entire object rotates around another axis.

Caveats

  • If the object is not physical then the rotation is only a client side effect and avatars and objects may move around the object as if it were not rotating at all.
All Issues ~ Search JIRA for related Bugs

Examples

<lsl>//rotates the x axis once per second, // rotates the y axis 3 times per second, // rotates the z axis once every two seconds. // combined the rate is about 3.20156 revolutions per second

llTargetOmega(<1.0,3.0,0.5>,TWO_PI,1.0, <1.0, 2.0, 3.0>);</lsl>

Notes

Use llVecNorm on axis so that spinrate actually represents the rate of rotation.

Deep Notes

Search JIRA for related Issues

Signature

//function void llTargetOffsetOmega( vector axis, float spinrate, float gain, vector offset );