llSetCameraEyeOffset
Revision as of 13:46, 30 May 2008 by Strife Onizuka (talk | contribs) (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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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 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.
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 |