Difference between revisions of "Camera Sync"
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(Using slerp, should give smoother) |
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//Calculate camera rotation increments | //Calculate camera rotation increments | ||
rotation rotStep = (camRot_target - camRot_origin); | //rotation rotStep = (camRot_target - camRot_origin); | ||
rotStep = <rotStep.x / steps, rotStep.y / steps, rotStep.z / steps, rotStep.s / steps>; | //rotStep = <rotStep.x / steps, rotStep.y / steps, rotStep.z / steps, rotStep.s / steps>; | ||
float cStep; //Loop through motion for cStep = current step, while cStep <= Total steps | float cStep = 0.0; //Loop through motion for cStep = current step, while cStep <= Total steps | ||
for( | for(; cStep <= steps; ++cStep) | ||
{ | { | ||
//Set next position in tween | //Set next position in tween | ||
vector camPos_next = camPos_origin + (posStep * cStep); | vector camPos_next = camPos_origin + (posStep * cStep); | ||
rotation camRot_next = camRot_origin | rotation camRot_next = slerp( camRot_origin, camRot_target, cStep / steps); | ||
//Set camera parameters | //Set camera parameters | ||
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]); | ]); | ||
} | } | ||
}</lsl> | } | ||
rotation slerp( rotation a, rotation b, float f ) { | |||
float angleBetween = llAngleBetween(a, b); | |||
if ( angleBetween > PI ) | |||
angleBetween = angleBetween - TWO_PI; | |||
return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f); | |||
}//Written by Francis Chung, Taken from http://forums.secondlife.com/showthread.php?p=536622</lsl> | |||
'''Camera Default''' - Sets the camera parameters back to their defaults: | '''Camera Default''' - Sets the camera parameters back to their defaults: |
Revision as of 15:01, 8 February 2008
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Camera sync allows for two users to synchronize their cameras, for use by builders in joint projects or in tutorials and demonstrations.
Camera Tween - Smoothly adjusts the position and rotation of the camera over a given number of steps: <lsl>camTween(rotation camRot_origin, vector camPos_origin, rotation camRot_target, vector camPos_target, float steps) {
//Keep steps a float, but make sure its rounded off to the nearest 1.0 steps = (float)llRound(steps); //Calculate camera position increments vector posStep = (camPos_target - camPos_origin) / steps; //Calculate camera rotation increments //rotation rotStep = (camRot_target - camRot_origin); //rotStep = <rotStep.x / steps, rotStep.y / steps, rotStep.z / steps, rotStep.s / steps>; float cStep = 0.0; //Loop through motion for cStep = current step, while cStep <= Total steps for(; cStep <= steps; ++cStep) { //Set next position in tween vector camPos_next = camPos_origin + (posStep * cStep); rotation camRot_next = slerp( camRot_origin, camRot_target, cStep / steps); //Set camera parameters llSetCameraParams([ CAMERA_ACTIVE, 1, //1 is active, 0 is inactive CAMERA_BEHINDNESS_ANGLE, 0.0, //(0 to 180) degrees CAMERA_BEHINDNESS_LAG, 0.0, //(0 to 3) seconds CAMERA_DISTANCE, 0.0, //(0.5 to 10) meters CAMERA_FOCUS, camPos_next + llRot2Fwd(camRot_next), //Region-relative position CAMERA_FOCUS_LAG, 0.0 , //(0 to 3) seconds CAMERA_FOCUS_LOCKED, TRUE, //(TRUE or FALSE) CAMERA_FOCUS_THRESHOLD, 0.0, //(0 to 4) meters CAMERA_POSITION, camPos_next, //Region-relative position CAMERA_POSITION_LAG, 0.0, //(0 to 3) seconds CAMERA_POSITION_LOCKED, TRUE, //(TRUE or FALSE) CAMERA_POSITION_THRESHOLD, 0.0, //(0 to 4) meters CAMERA_FOCUS_OFFSET, ZERO_VECTOR //<-10,-10,-10> to <10,10,10> meters ]); }
}
rotation slerp( rotation a, rotation b, float f ) {
float angleBetween = llAngleBetween(a, b); if ( angleBetween > PI ) angleBetween = angleBetween - TWO_PI; return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f);
}//Written by Francis Chung, Taken from http://forums.secondlife.com/showthread.php?p=536622</lsl>
Camera Default - Sets the camera parameters back to their defaults: <lsl>camDefault() {
llSetCameraParams([ CAMERA_ACTIVE, FALSE, //1 is active, 0 is inactive CAMERA_BEHINDNESS_ANGLE, 10.0, //(0 to 180) degrees CAMERA_BEHINDNESS_LAG, 0.0, //(0 to 3) seconds CAMERA_DISTANCE, 3.0, //(0.5 to 10) meters CAMERA_FOCUS_LAG, 0.1 , //(0 to 3) seconds CAMERA_FOCUS_LOCKED, FALSE, //(TRUE or FALSE) CAMERA_FOCUS_THRESHOLD, 1.0, //(0 to 4) meters CAMERA_PITCH, 0.0, //(-45 to 80) degrees CAMERA_POSITION_LAG, 0.1, //(0 to 3) seconds CAMERA_POSITION_LOCKED, FALSE, //(TRUE or FALSE) CAMERA_POSITION_THRESHOLD, 1.0, //(0 to 4) meters CAMERA_FOCUS_OFFSET, ZERO_VECTOR //<-10,-10,-10> to <10,10,10> meters ]);
}</lsl>
Camera Match - Sets a prim's position and rotation to that of the user's camera (the one we have permissions for): <lsl>warpPos(vector destpos) {
integer jumps = (integer)(llVecDist(destpos, llGetPos()) / 10.0) + 1; list rules = [PRIM_POSITION, destpos]; integer count = 1; while (( count = count << 1 ) < jumps) { rules = (rules=[]) + rules + rules; } llSetPrimitiveParams(rules + llList2List(rules, (count - jumps) << 1, count));
} camMatch() {
warpPos(llGetCameraPos()); llSetRot(llGetCameraRot());
}</lsl> Note: Camera Match utilizes WarpPos to enable the camera tracking prim to jump great distances in an efficient manner.