Difference between revisions of "LlSetCameraEyeOffset"

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(My memory is a bit hazy on this but is this function based on the objects root position or the prims position?)
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|spec
|spec
|caveats=
|caveats=
* Setting this will not update the cameras of seated avatars, it will only effect avatars that subsequently sit down.
* Setting this will not update the cameras of seated avatars, it will only effect avatars that subsequently sit down. In this situation it may be beneficial to use the more powerful [[llSetCameraParams]] instead.
* The '''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 calculation yourself.
* The '''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 calculation yourself.
|constants
|constants
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|also_functions=
|also_functions=
{{LSL DefineRow||[[llSetCameraAtOffset]]|}}
{{LSL DefineRow||[[llSetCameraAtOffset]]|}}
{{LSL DefineRow||[[llSetCameraParams]]|}}
{{LSL DefineRow||[[llForceMouselook]]|}}
{{LSL DefineRow||[[llForceMouselook]]|}}
|also_events
|also_events

Revision as of 13:49, 30 May 2008

Summary

Function: llSetCameraEyeOffset( vector offset );

Sets the camera eye offset for avatars that sit on the object.

• vector offset offset relative to the object's center 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. In this situation it may be beneficial to use the more powerful llSetCameraParams instead.
  • 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 calculation yourself.
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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

Deep Notes

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Signature

function void llSetCameraEyeOffset( vector offset );