Difference between revisions of "LlWater"
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Omei Qunhua (talk | contribs) (Bring example up-to-date with llSetRegionPos().) |
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|constants | |constants | ||
|examples= | |examples= | ||
<lsl>// | <lsl>// 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); | |||
} | } | ||
Revision as of 09:59, 4 January 2013
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: float llWater( vector offset );153 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
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.
Caveats
Examples
<lsl>// 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(); }
}
</lsl>