LlTargetOmega: Difference between revisions

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|notes=Use {{LSLG|llVecNorm}} on '''axis''' so that '''spinrate''' actually represents the rate of rotation.
|also_tests=*[[llTargetOmega test]]
 
|notes=Use [[llVecNorm]] on '''axis''' so that '''spinrate''' actually represents the rate of rotation.
[[llTargetOmega test]]
|cat1=Physics
|cat1=Physics
|cat2=Effects
|cat2=Effects

Revision as of 15:39, 6 February 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 needs to be non-zero

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

  • 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);</lsl>

Notes

Use llVecNorm on axis so that spinrate actually represents the rate of rotation.

Deep Notes

Tests

Signature

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