llSetLinkCamera
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This function is not available yet. This documentation was written prior to its final release so it may not match the final implementation. |
Summary
Function: llSetLinkCamera( integer link, vector eye, vector at );0.0 | Forced Delay |
10.0 | Energy |
Sets the camera eye offset, and the offset that camera is looking at, for avatars that sit on the linked prim.
• integer | link | – | Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
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• vector | eye | – | offset relative to the object's center and expressed in | |
• vector | at | – | offset relative to the object's center and expressed in local coordinates |
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Caveats
- Setting this will not update the cameras of seated avatars, it will only effect avatars that subsequently sit down. The camera settings have to be prepared in advance.
- The offset is locally relative to the prim, if you want it relative to the seated avatar (which likely has a custom sit rotation and offset) or the region, you must do the computation yourself.
Examples
Notes
Link Numbers
Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.
- If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
- However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.
When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.
Counting Prims & Avatars
There are two functions of interest when trying to find the number of prims and avatars on an object.
llGetNumberOfPrims()
- Returns the number of prims and seated avatars.llGetObjectPrimCount(llGetKey())
- Returns only the number of prims in the object but will return zero for attachments.
integer GetPrimCount() { //always returns only the number of prims
if(llGetAttached())//Is it attached?
return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
Errata
If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.
See Also
Functions
• | llGetLinkNumber | – | Returns the link number of the prim the script is in. | |
• | llSetCameraAtOffset | |||
• | llSetCameraEyeOffset | |||
• | llForceMouselook | |||
• | llSetCameraParams |