llSetCameraEyeOffset
Revision as of 11:58, 30 May 2008 by Catherine Pfeffer (talk | contribs) (Reproducing the change strife did on twin page)
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llSetCameraEyeOffset( vector offset );243 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Sets the camera eye to offset if an avatar sits on the object.
• vector | offset | – | offset relative to the object's center and expressed in object coordinates |
This is the position of the camera's eye, not the point it looks at.
Caveats
- The change will only take effect next time the avatar sits on the prim. You can't change the offset once it has already sit down.
- If you use a sit pose rotation and want to set the camera relatively to your avatar, you must do calculations.
- If you rotate the object and want to set the camera relatively to the region, you have to do calculations too.
Examples
<lsl> // Sit the avatar looking at an arbitrary direction // Look over the avatar's shoulders from behind once it sits down
back_view(float degrees) {
rotation sitRot = llAxisAngle2Rot(<0, 0, 1>, degrees * DEG_TO_RAD); llSitTarget(<0, 0, 0.1>, sitRot); llSetCameraEyeOffset(<-2, 0, 1> * sitRot); llSetCameraAtOffset(<2, 0, 1> * sitRot);
}
default {
state_entry() { back_view( 208 ); llSay(0, "Please sit down"); }
}
</lsl>See Also
Functions
• | llSetCameraAtOffset | |||
• | llForceMouselook |