Difference between revisions of "LlGround"
Jump to navigation
Jump to search
m |
m (<lsl> tag to <source>) |
||
(One intermediate revision by one other user not shown) | |||
Line 11: | Line 11: | ||
|constants | |constants | ||
|examples= | |examples= | ||
< | <source lang="lsl2">// Makes the object land on ground or on water | ||
FindGroundOrWater() | FindGroundOrWater() | ||
{ | { | ||
vector vTarget = llGetPos(); | |||
vTarget.z = llGround( ZERO_VECTOR ); | |||
float fWaterLevel = llWater( ZERO_VECTOR ); | float fWaterLevel = llWater( ZERO_VECTOR ); | ||
if( | if( vTarget.z < fWaterLevel ) | ||
vTarget.z = fWaterLevel; | |||
llSetRegionPos(vTarget); | |||
} | } | ||
Line 35: | Line 29: | ||
FindGroundOrWater(); | FindGroundOrWater(); | ||
} | } | ||
}</ | }</source> | ||
|helpers | |helpers | ||
|also_functions= | |also_functions= |
Latest revision as of 11:22, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: float llGround( vector offset );42 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns a float that is the ground height directly below the prim position + offset
• vector | offset | – | offset relative to the prim's position and expressed in local coordinates |
The requested position needs to be in the same region. Only the x and y coordinates in offset are important, the z component is ignored.
Caveats
Examples
// Makes the object land on ground or on water
FindGroundOrWater()
{
vector vTarget = llGetPos();
vTarget.z = llGround( ZERO_VECTOR );
float fWaterLevel = llWater( ZERO_VECTOR );
if( vTarget.z < fWaterLevel )
vTarget.z = fWaterLevel;
llSetRegionPos(vTarget);
}
default
{
touch_start(integer total_number)
{
FindGroundOrWater();
}
}
See Also
Functions
• | llGroundContour | – | Gets the ground contour | |
• | llGroundNormal | – | Gets the ground normal | |
• | llGroundSlope | – | Gets the ground slope | |
• | llEdgeOfWorld | – | Returns existence of neighboring sims |