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- {{LSL Function |p1_type=rotation|p1_name=rot|p1_desc2 KB (214 words) - 13:32, 3 January 2016
- {{Issues/SVC-914}}{{LSL Constant |value={{LSL Hex|0x10}}988 bytes (107 words) - 16:21, 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
- |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
- |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
- |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
- ...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=rotation2 KB (229 words) - 11:46, 22 January 2015
- {{LSL Function |inject-2={{LSL Function/rotation|rot|region=*}}3 KB (344 words) - 14:40, 22 January 2015
- |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 via2 KB (182 words) - 13:10, 16 September 2011
- {{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. Howe613 bytes (78 words) - 12:48, 28 September 2016
- |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
- |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 ha2 KB (257 words) - 15:02, 22 January 2015
- {{LSL Function |constants={{LSL Constants/Vehicle|type=vector}}900 bytes (120 words) - 10:55, 7 June 2012
- |p1_type=rotation|p1_name=rot|p1_desc=Rotation for avatar. |func_desc=Sets the rotation the avatar to {{LSLP|rot}}.2 KB (283 words) - 20:55, 11 March 2025
- |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
- |return_type=rotation quickPosRot(vector pos, rotation rot)2 KB (254 words) - 01:43, 22 January 2015
- {{LSL Function |return_type=vector|p1_type=rotation|p1_name=q2 KB (265 words) - 14:36, 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=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