Difference between revisions of "LlWater"

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(Bring example up-to-date with llSetRegionPos().)
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<lsl>// Gets the object to land on ground or on water
<lsl>// Makes the object land on ground or on water
// by Konigmann Lippmann & Strife Onizuka
 
FindGroundOrWater()
FindGroundOrWater()
{
{
     float fHeight = llGround( ZERO_VECTOR );
     vector vTarget = llGetPos();
    vTarget.z = llGround( ZERO_VECTOR );
     float fWaterLevel = llWater( ZERO_VECTOR );
     float fWaterLevel = llWater( ZERO_VECTOR );
     if( fHeight < fWaterLevel )
     if( vTarget.z < fWaterLevel )
         fHeight = fWaterLevel;
         vTarget.z = fWaterLevel;
    vector vTarget = llGetPos();
     llSetRegionPos(vTarget);
 
    //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 );
}
}



Revision as of 09:59, 4 January 2013

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>// 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>

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 );