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LSL Wiki : llSetTorque

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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.


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functions | dynamics | physics
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