Difference between revisions of "LlTargetOmega"

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|func_footnote
|func_footnote
|func_desc=Rotates the object/prim around {{LSLP|axis}} at a rate of <code>{{LSLPT|spinrate}} * [[llVecMag]]({{LSLPT|axis}})</code> in radians per second with strength {{LSLP|gain}}.
|func_desc=Rotates the object/prim around {{LSLP|axis}} at a rate of <code>{{LSLPT|spinrate}} * [[llVecMag]]({{LSLPT|axis}})</code> in radians per second with strength {{LSLP|gain}}.
|examples=<lsl>//rotates the x axis once per second,
|examples=<syntaxhighlight lang="lsl2">//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);</lsl>
llTargetOmega(<1.0,3.0,0.5>,TWO_PI,1.0);</syntaxhighlight>


<lsl> //Rotates very slowly around a sphere's local X axis .... Good for making a globe that rotates around a tilted axis
<syntaxhighlight lang="lsl2"> //Rotates very slowly around a sphere's local X axis .... Good for making a globe that rotates around a tilted axis


default
default
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       llTargetOmega(<1.0,0.0,0.0>*llGetRot(),0.1,0.01);
       llTargetOmega(<1.0,0.0,0.0>*llGetRot(),0.1,0.01);
     }
     }
}</lsl>
}</syntaxhighlight>
<lsl> //Rotates very slowly around a cylinder's local or global Z axis
<syntaxhighlight lang="lsl2"> //Rotates very slowly around a cylinder's local or global Z axis
  // .... Good for making a propeller that rotates regardless of initial orientation.
  // .... Good for making a propeller that rotates regardless of initial orientation.


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       llTargetOmega(llRot2Up(llGetLocalRot()), PI, 1.0);
       llTargetOmega(llRot2Up(llGetLocalRot()), PI, 1.0);
     }
     }
}</lsl>
}</syntaxhighlight>
<syntaxhighlight lang="lsl2">
 
//To make an object return to its initial rotation when target omega stops, first make the object
//  rotate both client side and server side. Then, when you stop llTargetOmega, reset server side rotation.
//  Here's one way to do it.
 
integer iOn;
integer iStep;
 
default
{
    touch_start(integer total_number)
    {
        iOn = !iOn;
        if (iOn)
        {
            llTargetOmega(<0.0,0.0,1.0>, PI/8, 1.0); // Start rotating client side with llTargetOmega
            llSetTimerEvent(1.0);  //Start timer to rotate server side
        }
        else
        {
            llTargetOmega(<0.0,0.0,1.0>, 0.0, 0.0); //Stop client side rotation
            llSetTimerEvent(0.0);  //Stop timer and thus server side rotation
            llSetRot(ZERO_ROTATION);    //Set server side rotation to <0.0,0.0,0.0>
            iStep = 0;
        }
    }
   
    timer()
    {
        llSetRot(llAxisAngle2Rot(<0.0,0.0,1.0> ,++iStep *PI/8));  // Rotate at the same speed as llTargetOmega
    }
}
</syntaxhighlight>
 
|spec=
|spec=
===Physics===
===Physics===
*If the object is physical and the script is attached to the root prim, then the physical representation is updated regularly. The rotation experienced by the user '''can''' be detected or queried by script.
*If the object is physical and the script attached to the root prim, the axis of rotation is given by the parameter axis and contains the center of mass [[llGetCenterOfMass]]. The axis parameter gives the direction of the axis of rotation. If the center of the object is not the center of mass, the center of the object "orbits" around the center of mass.
*If the object is physical and the script attached to a child prim: the same, but it s the center of mass of the child prim who is used.
*If the object is not physical or the script is attached to a child prim, then the effect is entirely client side. Only a script within the object itself can  detect this by reading the [[PRIM_OMEGA]] parameters.
*If the object is not physical or the script is attached to a child prim, then the effect is entirely client side. Only a script within the object itself can  detect this by reading the [[PRIM_OMEGA]] parameters.
*If the object is physical and the script is attached to the root prim, then the physical representation is updated regularly. The rotation experienced by the user '''can''' be detected or queried by script.
*If the object is not physical and  the script is attached to a root prim, the axis of rotation is given by the parameter axis and contains the center of the  object (center of root prim).
*If the object is physical and the script attached to the root prim , the axis of rotation is given by the parameter axis and contains the center of mass [[llGetCenterOfMass]] . The axis parameter gives the direction of the axis of rotation . If the center of the object is not the center of mass , the center of the object "orbits" around the center of mass
*If the object is not physical and  the script is attached to a child prim: the same, but it s the center of the prim who is used
*If the object is physical and the script attached to a child prim : the same, but it s the center of mass of the child prim who is used.
*If the object is not physical and  the script is attached to a root prim, the axis of rotation is given by the parameter axis and contains the center of the  object ( center of root prim )
*If the object is not physical and  the script is attached to a child prim : the same , but it s the center of the prim who is used
===Link Sets===
===Link Sets===
*If the script is attached to the root prim, the entire object rotates around the [[Viewer coordinate frames#Region|region]] {{LSLP|axis}}.
*If the script is attached to the root prim, the entire object rotates around the [[Viewer coordinate frames#Region|region]] {{LSLP|axis}}.
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|notes=* Use [[llVecNorm]] on {{LSLP|axis}} so that {{LSLP|spinrate}} actually represents the rate of rotation.
|notes=* Use [[llVecNorm]] on {{LSLP|axis}} so that {{LSLP|spinrate}} actually represents the rate of rotation.
* Set the gain to zero to disable and remove the rotation behavior, eg <code>llTargetOmega([[ZERO_VECTOR]], 0, 0)</code>;
* Set the gain to zero to disable and remove the rotation behavior, eg <code>llTargetOmega([[ZERO_VECTOR]], 0, 0)</code>;
** When rotating stops, the object will keep its final orientation, which is only a client side effect. The final orientation observed by other viewers will be different, and new viewers (after omega has been stopped) will see the object in its real (pre-omega) orientation.
** A spinrate of 0 with a nonzero gain causes the object to try to stop all spin, rather than simply clearing a previous llTargetOmega() call.   
** A spinrate of 0 with a nonzero gain causes the object to try to stop all spin, rather than simply clearing a previous llTargetOmega() call.   
* If there are other forces applied to a prim together with llTargetOmega(), (like using llSetForce to make the object float), use <code>llTargetOmega(-[[llGetOmega]](), 0., 1.)</code> to cancel spin. Note that the gain must be non-zero, but not necessarily 1.
* If there are other forces applied to a prim together with llTargetOmega(), (like using llSetForce to make the object float), use <code>llTargetOmega(-[[llGetOmega]](), 0., 1.)</code> to cancel spin. Note that the gain must be non-zero, but not necessarily 1.
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|cat7
|cat7
|cat8
|cat8
|history={{LSL Added|0.2.0|remote=http://secondlife.wikia.com/wiki/Version_0.2.0}}
|haiku={{Haiku|Life's a carousel:|Whirling colors, spinning fate.|A grand illusion.}}
}}
}}

Latest revision as of 13:24, 18 April 2024

Summary

Function: llTargetOmega( vector axis, float spinrate, float gain );
0.0 Forced Delay
10.0 Energy

Rotates the object/prim around axis at a rate of 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 also modulates the final spinrate and disables the rotation behavior if zero

Specification

Physics

  • If the object is physical and the script is attached to the root prim, then the physical representation is updated regularly. The rotation experienced by the user can be detected or queried by script.
  • If the object is physical and the script attached to the root prim, the axis of rotation is given by the parameter axis and contains the center of mass llGetCenterOfMass. The axis parameter gives the direction of the axis of rotation. If the center of the object is not the center of mass, the center of the object "orbits" around the center of mass.
  • If the object is physical and the script attached to a child prim: the same, but it s the center of mass of the child prim who is used.
  • If the object is not physical or the script is attached to a child prim, then the effect is entirely client side. Only a script within the object itself can detect this by reading the PRIM_OMEGA parameters.
  • If the object is not physical and the script is attached to a root prim, the axis of rotation is given by the parameter axis and contains the center of the object (center of root prim).
  • If the object is not physical and the script is attached to a child prim: the same, but it s the center of the prim who is used

Link Sets

  • 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 it will collide as non-moving geometry.
  • If the function does not appear to be working, make sure that that Advanced > Network > Velocity Interpolate Objects (viewer 1.x) or Develop > Network > Velocity Interpolate Objects (viewer 2.x) is enabled.

Examples

//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);
 //Rotates very slowly around a sphere's local X axis .... Good for making a globe that rotates around a tilted axis

default
{
    state_entry()
    {
       llTargetOmega(<1.0,0.0,0.0>*llGetRot(),0.1,0.01);
    }
}
 //Rotates very slowly around a cylinder's local or global Z axis
 // .... Good for making a propeller that rotates regardless of initial orientation.

default
{
    state_entry()
    {
       llTargetOmega(llRot2Up(llGetLocalRot()), PI, 1.0);
    }
}
//To make an object return to its initial rotation when target omega stops, first make the object
//   rotate both client side and server side. Then, when you stop llTargetOmega, reset server side rotation.
//   Here's one way to do it.

integer iOn;
integer iStep;

default
{
    touch_start(integer total_number)
    {
        iOn = !iOn;
        if (iOn)
        {
            llTargetOmega(<0.0,0.0,1.0>, PI/8, 1.0); // Start rotating client side with llTargetOmega
            llSetTimerEvent(1.0);  //Start timer to rotate server side
        }
        else
        {
            llTargetOmega(<0.0,0.0,1.0>, 0.0, 0.0); //Stop client side rotation
            llSetTimerEvent(0.0);   //Stop timer and thus server side rotation
            llSetRot(ZERO_ROTATION);    //Set server side rotation to <0.0,0.0,0.0>
            iStep = 0;
        }
    }
    
    timer()
    {
        llSetRot(llAxisAngle2Rot(<0.0,0.0,1.0> ,++iStep *PI/8));  // Rotate at the same speed as llTargetOmega
    }
}

Notes

  • Use llVecNorm on axis so that spinrate actually represents the rate of rotation.
  • Set the gain to zero to disable and remove the rotation behavior, eg llTargetOmega(ZERO_VECTOR, 0, 0);
    • When rotating stops, the object will keep its final orientation, which is only a client side effect. The final orientation observed by other viewers will be different, and new viewers (after omega has been stopped) will see the object in its real (pre-omega) orientation.
    • A spinrate of 0 with a nonzero gain causes the object to try to stop all spin, rather than simply clearing a previous llTargetOmega() call.
  • If there are other forces applied to a prim together with llTargetOmega(), (like using llSetForce to make the object float), use llTargetOmega(-llGetOmega(), 0., 1.) to cancel spin. Note that the gain must be non-zero, but not necessarily 1.

See Also

Functions

•  llRot2Fwd Gets the orientation of the local x-axis relative to the earth
•  llRot2Left Gets the orientation of the local y-axis relative to the earth
•  llRot2Up Gets the orientation of the local z-axis relative to the earth

Deep Notes

History

Tests

•  llTargetOmega test

Footnotes

  1. ^ Early release notes were not very accurate or thorough, they sometimes included information about features added in previous releases or failed to include information about features added in that release.

Signature

function void llTargetOmega( vector axis, float spinrate, float gain );

Haiku

Life's a carousel:
Whirling colors, spinning fate.
A grand illusion.