Difference between revisions of "Camera Sync"

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(Using slerp, should give smoother)
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{{LSL Header}}
{{LSL Header|ml=*}}


Camera sync allows for two users to synchronize their cameras, for use by builders in joint projects or in tutorials and demonstrations.  
Camera sync allows for two users to synchronize their cameras, for use by builders in joint projects or in tutorials and demonstrations.  

Revision as of 16:20, 24 October 2008

Camera sync allows for two users to synchronize their cameras, for use by builders in joint projects or in tutorials and demonstrations.


Camera Tween - Smoothly adjusts the position and rotation of the camera over a given number of steps: <lsl>camTween(rotation camRot_origin, vector camPos_origin, rotation camRot_target, vector camPos_target, float steps) {

   //Keep steps a float, but make sure its rounded off to the nearest 1.0
   steps = (float)llRound(steps);
   
   //Calculate camera position increments
   vector posStep = (camPos_target - camPos_origin) / steps;
   
   //Calculate camera rotation increments
   //rotation rotStep = (camRot_target - camRot_origin);
   //rotStep = <rotStep.x / steps, rotStep.y / steps, rotStep.z / steps, rotStep.s / steps>;
   
   
   float cStep = 0.0; //Loop through motion for cStep = current step, while cStep <= Total steps
   for(; cStep <= steps; ++cStep)
   {
       //Set next position in tween
       vector camPos_next = camPos_origin + (posStep * cStep);
       rotation camRot_next = slerp( camRot_origin, camRot_target, cStep / steps);
       
       //Set camera parameters
       llSetCameraParams([
           CAMERA_ACTIVE, 1, //1 is active, 0 is inactive
           CAMERA_BEHINDNESS_ANGLE, 0.0, //(0 to 180) degrees
           CAMERA_BEHINDNESS_LAG, 0.0, //(0 to 3) seconds
           CAMERA_DISTANCE, 0.0, //(0.5 to 10) meters
           CAMERA_FOCUS, camPos_next + llRot2Fwd(camRot_next), //Region-relative position
           CAMERA_FOCUS_LAG, 0.0 , //(0 to 3) seconds
           CAMERA_FOCUS_LOCKED, TRUE, //(TRUE or FALSE)
           CAMERA_FOCUS_THRESHOLD, 0.0, //(0 to 4) meters
           CAMERA_POSITION, camPos_next, //Region-relative position
           CAMERA_POSITION_LAG, 0.0, //(0 to 3) seconds
           CAMERA_POSITION_LOCKED, TRUE, //(TRUE or FALSE)
           CAMERA_POSITION_THRESHOLD, 0.0, //(0 to 4) meters
           CAMERA_FOCUS_OFFSET, ZERO_VECTOR //<-10,-10,-10> to <10,10,10> meters
       ]);
   }

}

rotation slerp( rotation a, rotation b, float f ) {

   float angleBetween = llAngleBetween(a, b);
   if ( angleBetween > PI )
       angleBetween = angleBetween - TWO_PI;
   return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f);

}//Written by Francis Chung, Taken from http://forums.secondlife.com/showthread.php?p=536622</lsl>

Camera Default - Sets the camera parameters back to their defaults: <lsl>camDefault() {

   llSetCameraParams([
       CAMERA_ACTIVE, FALSE, //1 is active, 0 is inactive
       CAMERA_BEHINDNESS_ANGLE, 10.0, //(0 to 180) degrees
       CAMERA_BEHINDNESS_LAG, 0.0, //(0 to 3) seconds
       CAMERA_DISTANCE, 3.0, //(0.5 to 10) meters
       CAMERA_FOCUS_LAG, 0.1 , //(0 to 3) seconds
       CAMERA_FOCUS_LOCKED, FALSE, //(TRUE or FALSE)
       CAMERA_FOCUS_THRESHOLD, 1.0, //(0 to 4) meters
       CAMERA_PITCH, 0.0, //(-45 to 80) degrees
       CAMERA_POSITION_LAG, 0.1, //(0 to 3) seconds
       CAMERA_POSITION_LOCKED, FALSE, //(TRUE or FALSE)
       CAMERA_POSITION_THRESHOLD, 1.0, //(0 to 4) meters
       CAMERA_FOCUS_OFFSET, ZERO_VECTOR //<-10,-10,-10> to <10,10,10> meters
   ]);

}</lsl>

Camera Match - Sets a prim's position and rotation to that of the user's camera (the one we have permissions for): <lsl>warpPos(vector destpos) {

   integer jumps = (integer)(llVecDist(destpos, llGetPos()) / 10.0) + 1;
   list rules = [PRIM_POSITION, destpos];
   integer count = 1;
   while (( count = count << 1 ) < jumps)
   {
       rules = (rules=[]) + rules + rules;
   }
   llSetPrimitiveParams(rules + llList2List(rules, (count - jumps) << 1, count));

} camMatch() {

   warpPos(llGetCameraPos());
   llSetRot(llGetCameraRot());

}</lsl> Note: Camera Match utilizes WarpPos to enable the camera tracking prim to jump great distances in an efficient manner.