Difference between revisions of "LlSetCameraEyeOffset"
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|func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset|p1_desc=offset relative to the object's center and expressed in [[Viewer_coordinate_frames#Local|local coordinates]] | |func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset|p1_desc=offset relative to the object's center and expressed in [[Viewer_coordinate_frames#Local|local coordinates]] | ||
|func_desc=Sets the camera eye '''offset''' for avatars that sit on the object. | |func_desc=Sets the camera eye '''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 | ||
|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. The camera settings have to be prepared in advance. | ||
* 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 | * 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 compute the '''offset''' accordingly. | ||
|constants | |constants | ||
|examples=<lsl>// Sit the avatar looking at an arbitrary direction | |examples=<lsl>// Sit the avatar looking at an arbitrary direction | ||
Line 34: | Line 34: | ||
|also_functions= | |also_functions= | ||
{{LSL DefineRow||[[llSetCameraAtOffset]]|}} | {{LSL DefineRow||[[llSetCameraAtOffset]]|}} | ||
{{LSL DefineRow||[[llForceMouselook]]|}} | {{LSL DefineRow||[[llForceMouselook]]|}} | ||
|also_events | |also_events |
Revision as of 10:58, 2 June 2008
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 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. 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 compute the offset accordingly.
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 |