Difference between revisions of "LlWater"

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|p1_type=vector|p1_name=offset
 
|p1_type=vector|p1_name=offset
 
|return_type=float
 
|return_type=float
|return_text=that is the water height below the object position + {{LSLP|offset}}
+
|return_text=that is the water height below the prim's [[llGetPos|position]] + {{LSLP|offset}}
 
|spec
 
|spec
 
|caveats
 
|caveats

Revision as of 10:15, 18 June 2012

Summary

Function: float llWater( vector offset );

Returns a float that is the water height below the prim's 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

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Signature

function float llWater( vector offset );