LlTargetOffsetOmega
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Description
Function: llTargetOffsetOmega( vector axis, float spinrate, float gain, vector offset );| REQUEST | Function ID |
| 0.0 | 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.

