07-17-2004 08:47
A.199. llCameraToTarget

llCameraToTarget(vector target, float tau);


Moves 3rd person camera to target tau seconds. Good tau values are greater than 0.2. A tau of 0.0 stops the critical damping.


A.200. llCameraLookAt


llCameraLookAt(rotation rot, float tau);

Rotate the camera to rot. Good tau values are greater than 0.2. A tau of 0.0 stops the critical damping.


A.201. llCameraTarget


llCameraTarget(key id, float tau);

Force the camera to target the object or AV identified by id in tau seconds. Good tau values are greater than 0.2. A tau of 0.0 stops the critical damping. When the object or AV moves, so does the camera.


A.202. llCameraMatchTarget


llCameraMatchTarget(key id, float tau);

Force camera to match the position and orientation of the object or AV identified by id. Good tau values are greater than 0.2. A tau of 0.0 stops the critical damping. As the object or av moves, so does the camera.


C.4. Permission Constants

PERMISSION_MOVE_CAMERA

If this permission is enabled, the object can successfully manipulate the users camera. Releasing permissions resets the camera.



The reason for all the tau values are for smooth pan/zoom. This kind of camera control has a lot of uses. People making videos wouldn't have to use their mouse to do pan/zoom. Games could have camera angles. Bowling could have a "strike" cam and "ball" cam for instance. Combat systems could have kill-shot cams and weapons like the redeamer where the camera follows the projectile. Builds could guide the users camera as they explore a structure, adding to the presentation. The reason for this type of implementation is to so we don't need to llSay() camera commands to a seperate object.
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