llTargetOmega Replacement

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Revision as of 04:31, 1 October 2014 by Dora Gustafson (talk | contribs)
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Summary

Function: KeyFramedOmega( vector axis, float spinrate );

Rotates the object/prim around axis at a rate of spinrate in radians per second

• vector axis arbitrary axis to rotate the object around
• float spinrate rate of rotation in radians per second

Specification

This doesn't make llTargetOmega redundant but in some cases a Key Framed motion may be preferred
The routine: KeyFramedOmega is easy to use for llTargetOmega: It takes the first two parameters in llTargetOmega: axis and spinrate
All viewers will see the same spin and rotation
The object will keep the rotation it has when spin is stopped
A spin will continue even when the script is deleted

Caveats

The script must be in the root prim
It can not spin child prims
The object must be convex hull physics type
Can not spin physical objects

Examples

This script shows how to use the routine to start, stop and reverse a spin on repeated touches <lsl> // llTargetOmega substitution by Dora Gustafson, Studio Dora 2014

integer P;

KeyFramedOmega( vector axis, float spinrate) {

   llSetKeyframedMotion( [], []);
   if ( spinrate )
   {
       float v = TWO_PI/3.0;
       if ( spinrate < 0 ) v = -v;
       list L = [llAxisAngle2Rot( axis/llGetRot(), v), v/spinrate];
       llSetKeyframedMotion( L+L+L, [KFM_DATA, KFM_ROTATION, KFM_MODE, KFM_LOOP]);
   }

}

default {

   state_entry()
   {
       llSetPrimitiveParams([PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_CONVEX]);
   }
   touch_end( integer n)
   {
       P = ++P%4;
       if ( P == 1 ) KeyFramedOmega( <0,0,1>, 2.0);       // Positive spin
       else if ( P == 3 ) KeyFramedOmega( <0,0,1>, -2.0); // Negative spin
       else KeyFramedOmega( <0,0,1>, 0.0);                // Stop spin
   }

}

</lsl>

Notes

The magnitude of axis do not influence the spinrate

See Also

Deep Notes

Source

Signature

[[User:Dora Gustafson|Dora Gustafson]] 04:36, 12 August 2014 (PDT)