Difference between revisions of "LlWater"

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|func_id=153|func_sleep=0.0|func_energy=10.0
 
|func_id=153|func_sleep=0.0|func_energy=10.0
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Water height is constant across each entire sim and is typically 20 meters but not always.
 
Water height is constant across each entire sim and is typically 20 meters but not always.
 
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|func_desc

Revision as of 10:14, 18 June 2012

Summary

Function: float llWater( vector offset );

Returns a float that is the water height below the object 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. Water height is constant across each entire sim and is typically 20 meters but not always.

Examples

<lsl>// Gets the object to land on ground or on water // by Konigmann Lippmann & Strife Onizuka FindGroundOrWater() {

   float fHeight = llGround( ZERO_VECTOR );
   float fWaterLevel = llWater( ZERO_VECTOR );
   if( fHeight < fWaterLevel )
       fHeight = fWaterLevel;
   vector vTarget = llGetPos();
   //llSetPos can only move 10m at a time.
   integer iCounter = 1 + llAbs((integer)(vTarget.z - fHeight) / 10);
   vTarget.z = fHeight;
   do
       llSetPos( vTarget );
   while( --iCounter );

}

default {

   touch_start(integer total_number)
   {
       FindGroundOrWater();
   }

}

</lsl>

See Also

Functions

•  llGround Gets the ground height
•  llWind Gets the wind velocity
•  llCloud Gets the cloud density

Deep Notes

Search JIRA for related Issues

Signature

function float llWater( vector offset );