Difference between revisions of "LlTargetOffsetOmega"

From Second Life Wiki
Jump to navigation Jump to search
m
m (Robot: <pre> -> <lsl>)
 
Line 11: Line 11:
|func_footnote
|func_footnote
|func_desc=Rotates the object around '''axis''' passing through '''offset''' 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, <1.0, 2.0, 3.0>);</pre>
llTargetOmega(<1.0,3.0,0.5>,TWO_PI,1.0, <1.0, 2.0, 3.0>);</lsl>
|spec=
|spec=
===Physics===
===Physics===

Latest revision as of 19:04, 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 );
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.

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 );