llTargetOmega

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Revision as of 11:56, 21 February 2007 by Strife Onizuka (talk | contribs)
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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

  • 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 global 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 it's 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

//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);

Notes

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

Deep Notes

Signature

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