llSetTorque(vector torque, integer local);
If the
object is
physical, this
function sets the
torque. Each
value in the torque indicates a
rotational force around the corresponding
axis.
SL uses right-handed
coordinate spaces, so if you point your right thumb in the positive direction of the axis, the curl of your fingers from the knuckles to the tips will indicate the direction of rotation around that axis for a positive force (value in the corresponding field of the
vector).
Isn't it more accurate or at least simpler to view the torque vector itself as the axis of rotation, with the magnitude of the vector as the 'force' of the twist? I.e. rather than thinking of the components of the vectors as 3 rotations around 3 axes, you have one rotation around one axis, defined by the vector?
The torque vector is relative to the
local axes of the object if
local is
TRUE, the global axes (east/west, north/south, up/down) if
FALSE.
This function applies a constant angular force (essentially an automatic impulse that occurs once every couple seconds). If you want only a single impulse, use
llApplyRotationalImpulse instead. If you don't disable the torque by calling this function again with a
ZERO_VECTOR, the object rotation will continue to accelerate.
You can also set force and torque simultaneously by using
llSetForceAndTorque.
Do
not use with
vehicles.
Anyone have more detail on the rate of impulse?
Check the llSetForce page.
This article wasn't helpful for you? Maybe the
related article at the LSL Portal is able to bring enlightenment.
functions |
dynamics |
physics