Difference between revisions of "LlCloud"
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{{LSLFunctionAll|func_id=43|func_sleep=0.0|func_energy=10.0|func=llCloud|return_type=float|p1_type=vector|p1_name=v|func_footnote=returns the cloud density at the object position + v|return_text|spec|caveats|examples|helpers|related|also|notes= How clouds work: | {{LSLFunctionAll|func_id=43|func_sleep=0.0|func_energy=10.0|func=llCloud|return_type=float|p1_type=vector|p1_name=v|func_footnote=returns the cloud density at the object position + v|return_text|spec|caveats|examples|helpers|related|also|notes= How clouds work: | ||
* SL features a cellular automata-based weather system. | |||
* There are 16x16 square cloud "cells" per sim (which means each is 16x16m in size). | |||
* The cloud density data is sent from the server to the client once every time the agent connects to a simulator via logging in or teleporting into a simulator. | |||
* The client attempts to render clouds from the cloud algorithm results sent from the server, which is why different clients can see different cloud formations and de-synchronises cloud view from the server over time. | |||
* The Z value in the vector is irrelevant (clouds are always between about 180-200m absolute height). | |||
* It returns a value between 0.0 and 1.0, with 0.0 being no clouds, and 1.0 very dense clouds. | |||
* Values returned above 1.0 - 2.0 indicate rainfall, but the option for rain is not currently implemented so values are capped at 1.0. | |||
* Clouds and wind are related. | |||
Revision as of 15:43, 26 January 2007
Outdated templated used
Please change the template from 'LSLFunctionAll' to 'LSL_Function' (just replace 'LSLFunctionAll' with 'LSL_Function', do this after fixing any other erorr messages.
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Either 'func_desc' or 'return_type' & 'return_text' must be defined
(Please use 'return_text' & 'return_type' or 'func_desc' to summarize the functions actions.)
Summary
Function: float llCloud( vector v );43 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns a float
• vector | v |
returns the cloud density at the object position + v
Caveats
Examples
Notes
How clouds work:
- SL features a cellular automata-based weather system.
- There are 16x16 square cloud "cells" per sim (which means each is 16x16m in size).
- The cloud density data is sent from the server to the client once every time the agent connects to a simulator via logging in or teleporting into a simulator.
- The client attempts to render clouds from the cloud algorithm results sent from the server, which is why different clients can see different cloud formations and de-synchronises cloud view from the server over time.
- The Z value in the vector is irrelevant (clouds are always between about 180-200m absolute height).
- It returns a value between 0.0 and 1.0, with 0.0 being no clouds, and 1.0 very dense clouds.
- Values returned above 1.0 - 2.0 indicate rainfall, but the option for rain is not currently implemented so values are capped at 1.0.
- Clouds and wind are related.
The cloud seed/growth/disipation algorithm uses a solenoidal vector field, which is a vector field with zero-divergence: nabla dot v = 0
This condition is satisfied whenever v has a vector potential, because if v = nabla times A then nabla dot v = nabla dot (nabla times A) = 0.