llSetCameraEyeOffset

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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 );

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.
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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

Functions

•  llSetCameraAtOffset
•  llForceMouselook

Deep Notes

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Signature

function void llSetCameraEyeOffset( vector offset );