Difference between revisions of "Camera Sync"
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angleBetween = angleBetween - TWO_PI; | angleBetween = angleBetween - TWO_PI; | ||
return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f); | return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f); | ||
}//Written by Francis Chung, Taken from http://forums.secondlife.com/ | }//Written by Francis Chung, Taken from http://forums-archive.secondlife.com/54/3b/50692/1.html</lsl> | ||
'''Camera Default''' - Sets the camera parameters back to their defaults: | '''Camera Default''' - Sets the camera parameters back to their defaults: |
Revision as of 15:25, 24 May 2010
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-archive.secondlife.com/54/3b/50692/1.html</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.