llSetCameraAtOffset

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Revision as of 10:02, 2 August 2013 by Strife Onizuka (talk | contribs)
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Summary

Function: llSetCameraAtOffset( vector offset );
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

Deep Notes

Signature

function void llSetCameraAtOffset( vector offset );