Difference between revisions of "LlTargetOmega"

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===Physics===
===Physics===
*If the object is not physical then the effect is entirely client side.
*If the object is not physical then the effect is entirely client side. The rotation experienced by the user '''cannot''' be detected or queried by script.
*If the object is physical then the physical representation is updated regularly.
*If the object is physical then the physical representation is updated regularly. The rotation experienced by the user '''can''' be detected or queried by script.
===Link Sets===
===Link Sets===
*If the script is attached to the root prim, the entire object rotates around the [[Viewer coordinate frames#Region|region]] '''axis'''
*If the script is attached to the root prim, the entire object rotates around the [[Viewer coordinate frames#Region|region]] '''axis'''

Revision as of 12:25, 21 May 2008

Summary

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

Rotates the object around axis 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 also modulates the final spinrate and disables the rotation behavior if zero

Specification

Physics

  • If the object is not physical then the effect is entirely client side. The rotation experienced by the user cannot be detected or queried by script.
  • If the object is physical then the physical representation is updated regularly. The rotation experienced by the user can be detected or queried by script.

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.

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);</lsl>

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);
    • 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.

Deep Notes

Tests

•  llTargetOmega test

Signature

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