Difference between revisions of "LlTargetOffsetOmega"

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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.

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.
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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

Signature

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