llTargetOffsetOmega
		
		
		
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|   | LSL Feature Request | 
| The described function does not exist. This article is a feature request. | 
Summary
Function: llTargetOffsetOmega( vector axis, float spinrate, float gain, vector offset );| 0.0 | Forced Delay | 
| 10.0 | Energy | 
Rotates the object around axis passing through offset 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 | |
| • vector | offset | – | offset from the center of the prim translates the axis | 
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
TODO: Not really sure about this - I suppose that the offset could be relative to various coordinate systems.
- 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, <1.0, 2.0, 3.0>);</lsl>Notes
Use llVecNorm on axis so that spinrate actually represents the rate of rotation.
Deep Notes
| Signature | 
|---|
| //function void llTargetOffsetOmega( vector axis, float spinrate, float gain, vector offset ); |