llCloud
Revision as of 15:43, 26 January 2007 by Strife Onizuka (talk | contribs)
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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.