llSetAngularVelocity
llSetAngularVelocity(vector initial_omega,// Angular velocity vector to apply (in radians per second).integer is_local// Boolean. IfTRUE, initial_omega is treated as a local vector; ifFALSE, as a global region vector.
);- Energy
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Sets the angular velocity of a physical object to initial_omega (mass-independent). If local is TRUE, applied in local coordinates; if FALSE, applied in global coordinates. Has no effect on non-physical objects.
Applies rotational velocity to object.
It does the same job as llApplyRotationalImpulse but doesn’t depend of the mass of object .
llSetAngularVelocity(ZERO_VECTOR, 0);Examples
Section titled “Examples”Instances :
one regular cube with mass M , and gravity 0 ( to disable the gravity) ; the object is homogenous and with only one prim so, its center of mass is its center of the object and its physical axis of rotation are its local axis :
<ul>
<li>LlSetAngularVelocity(<0,0,1>, TRUE ) => starts to rotate around its Z local axis with a start value of omega = 1 radian /second , and slows down over time until it won’t rotate </li>
<li>llApplyRotationalImpulse(<0,0,1>, TRUE ) => starts to rotate around its Z local axis with a start value of omega = 1/M radian /second , and slows down over time until it won’t rotate</li>
<li>llTargetOmega(<0.0,0.0,1.0>, 1.0, 1.0) => if the object is physical , starts to rotate around its Z local axis with a start value of omega = 1 radian / second . It won t slow down over time </li>
</ul>
History
Section titled “History”Date of Release 10/08/2011
See also
Section titled “See also”Functions
Section titled “Functions”Original wiki source
Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.