Difference between revisions of "LlSetCameraEyeOffset"
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|func_id=243|func_sleep=0.0|func_energy=10.0 | |func_id=243|func_sleep=0.0|func_energy=10.0 | ||
|func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset | |func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset | ||
|func_desc=Sets the camera eye | |func_desc=Sets the camera eye {{LSLP|offset}} for avatars that sit on the object. | ||
|func_footnote=This is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]]. | |func_footnote=This is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]]. | ||
|return_text | |return_text | ||
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|caveats= | |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. | * 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 | * The {{LSLP|offset}} is [[Viewer_coordinate_frames#Local|locally relative]] to the object, if you want it relative to the seated [[Viewer_coordinate_frames#Agent|avatar]] (which likely has a custom sit rotation and offset) or the [[Viewer_coordinate_frames#Region|region]], you must do the computation yourself. | ||
|constants | |constants | ||
|examples=<lsl>// Sit the avatar looking at an arbitrary direction | |examples=<lsl>// Sit the avatar looking at an arbitrary direction |
Revision as of 10:26, 18 June 2012
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 offset for avatars that sit on the object.
• vector | offset | – | offset relative to the object's position and expressed in local coordinates |
This is the position of the camera's eye, not the point it looks at.
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 object, 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
<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
• | llSetLinkCamera | |||
• | llSetCameraAtOffset | |||
• | llForceMouselook | |||
• | llSetCameraParams |