llSetLinkCamera

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Emblem-important-red.png Pre-release Documentation Warning!

This function is not available yet. This documentation was written prior to its final release so it may not match the final implementation.

Summary

Function: llSetLinkCamera( integer link, vector eye, vector at );

Sets the camera eye offset, and the offset that camera is looking at, for avatars that sit on the linked prim.

• integer link Link number (0: unlinked, 1: root prim, >1: child prims and seated avatars) or a LINK_* flag
• vector eye offset relative to the object's center and expressed in

local coordinates (see llSetCameraEyeOffset())

• vector at offset relative to the object's center and expressed in local coordinates (see llSetCameraAtOffset())
Flag Description
LINK_ROOT 1 refers to the root prim in a multi-prim linked set[1]
LINK_SET -1 refers to all prims
LINK_ALL_OTHERS -2 refers to all other prims
Flag Description
LINK_ALL_CHILDREN -3 refers to all children, (everything but the root)
LINK_THIS -4 refers to the prim the script is in

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 prim, 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.
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Examples

Notes

Link Numbers

Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.

  • If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
  • However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.

When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

integer GetPrimCount() { //always returns only the number of prims
    if(llGetAttached())//Is it attached?
        return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
    return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
See llGetNumberOfPrims for more about counting prims and avatars.

Errata

If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.

See Also

Functions

•  llGetLinkNumber Returns the link number of the prim the script is in.
•  llSetCameraAtOffset
•  llSetCameraEyeOffset
•  llForceMouselook
•  llSetCameraParams

Deep Notes

History

  • Scheduled for RC Magnum channel, week of August 3, 2011.
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Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.

Signature

function void llSetLinkCamera( integer link, vector eye, vector at );