Difference between revisions of "LlSetCameraAtOffset"
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* 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. | * 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 {{LSLP|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 computation yourself. | * The {{LSLP|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 computation yourself. | ||
* ZERO_VECTOR offset will cancel any offset. | * [[ZERO_VECTOR]] {{LSLP|offset}} will cancel any offset. | ||
* Camera focus set by this function is a '''Prim Property'''. '''It will survive the script''' and it will survive prim taking and prim rezzing | * Camera focus set by this function is a '''Prim Property'''. '''It will survive the script''' and it will survive prim taking and prim rezzing | ||
|constants | |constants |
Revision as of 11:03, 2 August 2013
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llSetCameraAtOffset( vector offset );244 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Sets the point the camera is looking at to offset for avatars that sit on the object.
• vector | offset | – | offset relative to the prim's position and expressed in local coordinates |
This is the point the camera looks at, not the position of the camera's eye.
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 do the computation yourself.
- ZERO_VECTOR offset will cancel any offset.
- Camera focus set by this function is a Prim Property. It will survive the script and it will survive prim taking and prim rezzing
Examples
<lsl>// Set the seated 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
• | llSetLinkCamera | |||
• | llSetCameraEyeOffset | |||
• | llForceMouselook | |||
• | llSetCameraParams |