Difference between revisions of "LlTargetOmega test"

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Test 2:
Test 2:
1) Create 2 boxes
1) Create 2 boxes
2) Add the following script to one box
2) Add the following Rotate Script to one box
// rotate script
//// Rotate Script
default {
default {
state_entry() { llTargetOmega(<0,0,1>, 1, 1); }
state_entry() { llTargetOmega(<0,0,1>, 1, 1); }
}
}
//
////
3) Make both boxes physical.
3) Make both boxes physical.
4) Link the rotating box as a child to the other box.
4) Link the rotating box as a child to the other box.

Revision as of 14:50, 5 March 2008


Test 1:
1) Create two boxes near each other, one above the other.
2) Add the following "TargetOmega cycling" script to each box.
3) Link the boxes together.
4) Click each of the boxes several times to cycle through rotating, rotating at increased speeds, and stopping.
5) Attach the object while it's rotating and verify it continues to rotate.
6) Detach to inventory, then attach it again, and verify it rotates at the same speed.
7) Click each of the boxes several times to cycle through rotating, rotating at increased speeds, and stopping.
8) Drop the object on the ground while it's rotating and verify it continues to rotate.

//// TargetOmega cycling
float rate = 0.0;
default
 {
    touch_start(integer total_number)
    {
        rate += 2.5;
        if (rate > 10.0) rate = 0.0;
        llOwnerSay("rate = " + (string) rate);
        llTargetOmega(<0,0,1>, rate, 0.1);
    }
}
////
Test 2:
1) Create 2 boxes
2) Add the following Rotate Script to one box
//// Rotate Script
default {
state_entry() { llTargetOmega(<0,0,1>, 1, 1); }
}
////
3) Make both boxes physical.
4) Link the rotating box as a child to the other box.
5) Verify the scripted box no longer rotates.
6) Toggle the linked set non-physical, then physical again.
7) Verify the scripted box is once again rotating, and that the linked set can be pushed around.

Other tests to add:

Rotating around an axis of <0,0,0>

Physical llTargetOmega prims and objects.