Difference between revisions of "LlSetCameraEyeOffset"
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Lady Sumoku (talk | contribs) m (Replaced old <LSL> block with <source lang="lsl2">) |
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{{LSL_Function | {{LSL_Function | ||
|inject-2={{LSL Function/offset|offset}} | |||
|func_id=243|func_sleep=0.0|func_energy=10.0 | |func_id=243|func_sleep=0.0|func_energy=10.0 | ||
|func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset | |func=llSetCameraEyeOffset|p1_type=vector|p1_name=offset | ||
|func_desc=Sets the camera eye | |func_desc=Sets the camera eye {{LSLP|offset}} for avatars that sit on the object. | ||
|func_footnote=This is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]]. | |func_footnote=This is the position of the camera's eye, not the [[llSetCameraAtOffset|point it looks at]]. | ||
|return_text | |return_text | ||
Line 8: | Line 9: | ||
|caveats= | |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. | * 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 | * 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]] {{LSLP|offset}} will cancel any eye offset. | |||
* Camera position set by this function is a '''Prim Property'''. '''It will survive the script''' and it will survive prim taking and prim rezzing | |||
|constants | |constants | ||
|examples=< | |examples=<source lang="lsl2">// Sit the avatar looking at an arbitrary direction | ||
// Look over the avatar's shoulders from behind once it sits down | // Look over the avatar's shoulders from behind once it sits down | ||
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llSay(0, "Please sit down"); | llSay(0, "Please sit down"); | ||
} | } | ||
}</ | }</source> | ||
|helpers | |helpers | ||
|also_functions= | |also_functions= | ||
{{LSL DefineRow||[[llSetLinkCamera]]|}} | |||
{{LSL DefineRow||[[llSetCameraAtOffset]]|}} | {{LSL DefineRow||[[llSetCameraAtOffset]]|}} | ||
{{LSL DefineRow||[[llForceMouselook]]|}} | {{LSL DefineRow||[[llForceMouselook]]|}} |
Latest revision as of 15:01, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: llSetCameraEyeOffset( vector offset );243 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Sets the camera eye 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 position of the camera's eye, not the point it looks at.
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 eye offset.
- Camera position set by this function is a Prim Property. It will survive the script and it will survive prim taking and prim rezzing
Examples
// Sit the 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");
}
}
See Also
Functions
• | llSetLinkCamera | |||
• | llSetCameraAtOffset | |||
• | llForceMouselook | |||
• | llSetCameraParams |