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  • {{Issues/SVC-914}}{{LSL Constant |value={{LSL Hex|0x10}}
    988 bytes (107 words) - 16:21, 22 January 2015
  • {{LSL Function |p1_type=rotation|p1_name=rot|p1_desc
    2 KB (214 words) - 13:32, 3 January 2016
  • |p1_type=rotation|p1_name=rot |func_desc=Sets the rotation of the prim to {{LSLP|rot}}.
    4 KB (522 words) - 15:33, 12 September 2015
  • ...on/list/element|src|index|rotation|nc=*|return={{HoverLink|ZERO_ROTATION|{{LSL VR|0.0, 0.0, 0.0, 1.0}}}}}} |func=llList2Rot|return_type=rotation
    2 KB (229 words) - 11:46, 22 January 2015
  • |return_type=float|p1_type=rotation|p1_name=rot |return_text=that is the rotation angle represented by '''rot'''
    2 KB (296 words) - 15:44, 22 March 2022
  • ...cle to make it more obvious what was meant. Thank you for your work on the LSL Portal. -- '''[[User:Strife_Onizuka|Strife]]''' <sup><small>([[User talk:St ...This is what is meant. You can use rotation or quaternion, both are valid LSL.
    2 KB (343 words) - 00:18, 24 February 2013
  • |return_type=rotation , because a rotation is not really a rotation (it is more of a rigid motion/mirroring)
    2 KB (218 words) - 23:40, 21 January 2015
  • |return_type=rotation |func_footnote=If called from the root prim, it returns the objects rotation.
    2 KB (247 words) - 02:11, 22 January 2015
  • |inject-2={{LSL Function/offset|offset}} ...s is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]].
    2 KB (253 words) - 15:01, 22 January 2015
  • {{LSL Function |inject-2={{LSL Function/rotation|rot|region=*}}
    3 KB (344 words) - 14:40, 22 January 2015
  • |inject-2={{LSL Function/offset|offset}} * Setting this will not update the cameras of seated avatars, it will only effect avatars that subsequently sit down. The camera settings ha
    2 KB (257 words) - 15:02, 22 January 2015
  • {{LSL Header}} ...vionics, sailing and navigation. Here are conversion functions between LSL rotation and roll, pitch and yaw angles.
    3 KB (418 words) - 15:29, 8 August 2015
  • {{LSL Constant ...If it is nonzero the prim's sit target is set to the indicated offset and rotation. As with [[llLinkSitTarget]](), these values are relative to the prim. Howe
    613 bytes (78 words) - 12:48, 28 September 2016
  • |return_type=rotation |return_text=that is the prim's rotation relative to the [[Viewer coordinate frames#Region|region]]'s axes.
    2 KB (304 words) - 10:41, 1 July 2015
  • {{LSL Header}} The range of applications is varied, but here in SL it can most directly be used for animating and/or moving prims or linksets via
    2 KB (182 words) - 13:10, 16 September 2011
  • {{LSL Function |return_type=vector|p1_type=rotation|p1_name=q
    2 KB (265 words) - 14:36, 22 January 2015
  • |func_desc=Sets the texture rotation of the chosen {{LSLP|face}} to {{LSLP|angle}}. |also_functions={{LSL DefineRow||[[llGetTextureRot]]|Gets the texture rotation}}
    926 bytes (127 words) - 14:38, 22 January 2015
  • |return_type=vector|p1_type=rotation|p1_name=q If {{LSLP|q}} is known to be a unit quaternion then it can be simplified as:
    2 KB (264 words) - 14:37, 22 January 2015
  • {{LSL Header}} You are at vector A and you want to know what rotation (quaternion) will intercept vector B.
    2 KB (227 words) - 17:46, 24 January 2015
  • |return_type=rotation|p1_type=vector|p1_name=start|p2_type=vector|p2_name=end |also_functions={{LSL DefineRow||{{LSLG/ja|llAngleBetween}}}}
    3 KB (267 words) - 14:17, 25 February 2016
  • |inject-2={{LSL_Function/link|link|nogroup=*}}{{LSL Function/offset|eye}}{{LSL Function/offset|at}} * Setting this will not update the cameras of seated avatars, it will only effect avatars that subsequently sit down. The camera settings ha
    2 KB (246 words) - 01:16, 25 December 2013
  • {{LSL Constant ...When this flag is set, the vehicle will automatically stop turning once it has aligned itself with the pilot's mouselook camera. When this flag is no
    939 bytes (133 words) - 09:03, 12 May 2010
  • {{LSL Function |constants={{LSL Constants/Vehicle|type=vector}}
    900 bytes (120 words) - 10:55, 7 June 2012
  • |return_type=vector|p1_type=rotation|p1_name=q If {{LSLP|q}} is known to be a unit quaternion then it can be simplified as:
    2 KB (262 words) - 14:35, 22 January 2015
  • {{LSL Function/damping|damping}} {{LSL Function/strength|strength}}
    4 KB (580 words) - 12:21, 22 January 2015
  • ...technical knowledge. This includes Building using prims, Scripting using LSL, and other activities such as creating clothing and textures, though perhap ...s up from the bottom (which might be both underground and underwater). In LSL, positions are usually stored in a data structure called a vector, and migh
    5 KB (857 words) - 21:02, 24 March 2012
  • {{LSL Header}} <source lang="lsl2">//Sets / Updates the sit target moving the avatar on it if necessary.
    3 KB (361 words) - 17:48, 18 June 2015
  • |return_type=rotation quickPosRot(vector pos, rotation rot)
    2 KB (254 words) - 01:43, 22 January 2015
  • == cat2 = Rotation == ...ry "Rotation", it doesn't show up on the Category:LSL Rotation page. How's it done? [[User:Pete Olihenge|Pete Olihenge]] 10:02, 13 April 2010 (UTC)
    2 KB (357 words) - 18:15, 26 January 2017
  • {{LSL Header}} The script will play a sound when it starts to open and when it finishes closing (if sound UUIDs have been provided).
    6 KB (776 words) - 16:59, 2 May 2024
  • {{LSL Header}} ...be that the script displays a somewhat flaky behavior, but for most cases it will work nicely.
    4 KB (452 words) - 09:21, 25 January 2015
  • {{LSL Function ...se this function with the {{Wikipedia|Comma-separated values|CSV}} format, it is ''not'' the CSV format.
    4 KB (612 words) - 04:15, 4 July 2022
  • {{LSL Header|ml=*}}{{LSLC|Keywords}}{{LSLC|}} ...operator pages, and specifying the actual operation in the description of it's action, especially since there can be multiple operation types with one o
    3 KB (476 words) - 11:31, 4 January 2012
  • {{LSL Header|ml=*}} ...y the programmer, but implicit typecasts are put in place by the compiler. LSL implicitly typecasts strings to keys and integers to floats where the latte
    5 KB (599 words) - 18:15, 21 November 2018
  • {{LSL Function/inventory|texture|uuid=true|type=texture|full=*}}{{LSL Function/link-face|link|face}} This function doesn't have the 0.2 second delay. It's not very fast anyway though, but faster than '''llSetLinkTexture'''.
    2 KB (335 words) - 06:15, 30 November 2023
  • * ''Hinge Joint'', with rotation constrained along a single axis * ''Point-to-Point'', allowing free rotation in any direction on the three different axis
    3 KB (471 words) - 16:56, 2 May 2024
  • ...he [[Viewer coordinate frames#Global|global coordinate frame]] (the object rotation has no affect on this functions output).<br> ...object has some torque and has not force , position of the object moves ( it turns ) , but its center of mass is unchanged , so the velocity is null )
    2 KB (235 words) - 03:08, 22 January 2015
  • quickPosRot(vector pos, rotation rot) //llDie(); //Remove comment to kill the object if user deny's it
    2 KB (256 words) - 10:42, 5 June 2022
  • ...e physics|Physics engine|[[LSL]] content on physics and physical|:Category:LSL Physics}} ...e that have opted into having the physics engine update their position and rotation. Objects that are non-physical will not have their positions and rotations
    2 KB (275 words) - 17:49, 21 December 2013
  • It does the same job as [[llApplyRotationalImpulse]] but doesn't depend of the ...o, its center of mass is its center of the object and its physical axis of rotation are its local axis : <br>
    2 KB (232 words) - 01:43, 23 December 2013
  • {{multi-lang|1=LSL Portal|2=/it}} {{LSL Header{{#var:lang}}}} __NOTOC__
    6 KB (817 words) - 13:01, 1 November 2009
  • |inject-2={{LSL Function/position|position|region=*}} ...is function is to have the script know when it has reached a position.<br/>It registers a {{LSLP|position}} with a {{LSLP|range}} that triggers {{LSLG|at
    3 KB (353 words) - 12:31, 22 January 2015
  • ...the reported position. Avatar animation is invisible to the simulator, so it also does not affect the reported position. // the object, save it to "position",
    2 KB (328 words) - 14:51, 17 April 2022
  • *The first parameter is axis of rotation expressed as a vector (<0,1,0>) which will rotate the prim on the Y axis *To change the axis to x <1,0,0>... to change it to z <0,0,1> and to reverse direction <-1,0,0>, <0,-1,0>, <0,0,-1>
    2 KB (344 words) - 18:40, 28 July 2015
  • |inject-2={{LSL_Function/link|link|nogroup=*}}{{LSL Function/offset}} ...me=rot|p3_desc=Additional rotation for the sit target relative to the prim rotation.
    4 KB (647 words) - 19:21, 4 February 2023
  • == Free LSL Scripts and snippets == '''Optimized Rotation Slow'''
    3 KB (361 words) - 12:01, 12 March 2015
  • <lsl> ...("The number you just said was "+(string)new_number+" and put in a vector, it is "+also+".");
    3 KB (453 words) - 20:08, 10 June 2012
  • | Flags applied to rezzed object when it is created in the world. {{:LSL Constants/llRezObjectWithParams_Flags}}
    3 KB (479 words) - 10:36, 2 May 2024
  • {{LSL Function |p2_type=float|p2_name=spinrate|p2_desc=rate of rotation in radians per second
    2 KB (312 words) - 20:04, 4 August 2009
  • {{#vardefine:omega_const|{{LSL Const|PRIM_OMEGA|integer|18|c=Used to {{GetSet|{{{1|}}}|get the object's ll *[[PRIM_OMEGA]] cannot be used on avatars sitting on the object. It will emit the error message "PRIM_OMEGA disallowed on agent".
    4 KB (482 words) - 13:07, 10 November 2022

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