llSetRot
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Caveats
- This function causes the script to sleep for 0.2 seconds.
- If the prim is attached, then this function offsets the rotation by the avatars rotation.
- If the prim is not the root prim it is offset by the roots local rotation. The work-around is to divide the rotation by the root rotation.
- If you are trying to set the rotation of a child prim relative to the root prim then divide the local rotation by the root rotation.
- If you are trying to set the rotation of a child prim to a global rotation then you need to divide the global rotation by the root rotation twice.
- It is better to use llSetLocalRot to set the rotation of child prims, even if you are setting it to a global rotation (just multiply by the root rotation in that case).
- There is no easy way to get the roots local rotation of an attached object (other then being told by the root).
- For small rotation changes, there is an update threshold depending on the time duration, between changes. It does not appear to be limited to the 6deg rule any longer.
Examples
Drop this script in a prim to have it rotate in 1 degree increments <lsl> rotation rot_xyzq;
default {
state_entry() { vector xyz_angles = <0,1.0,0>; // This is to define a 1 degree change vector angles_in_radians = xyz_angles*DEG_TO_RAD; // Change to Radians rot_xyzq = llEuler2Rot(angles_in_radians); // Change to a Rotation }
touch_start(integer s) { llSetRot(llGetRot()*rot_xyzq); //Do the Rotation...
}
}
</lsl>See Also
Functions
• | llGetRot | |||
• | llSetLocalRot |