Difference between revisions of "LlWater"

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m (Replaced old <LSL> block with <source lang="lsl2">)
 
(10 intermediate revisions by 5 users not shown)
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{{LSL_Function
 
{{LSL_Function
 +
|inject-2={{LSL Function/offset|offset|noZ=*|sim=*}}
 
|func=llWater
 
|func=llWater
 
|func_id=153|func_sleep=0.0|func_energy=10.0
 
|func_id=153|func_sleep=0.0|func_energy=10.0
|func_footnote=The requested position needs to be in the same sim.
+
|func_footnote=
 +
Water height is constant across each entire sim and is typically 20 meters but not always.
 
|func_desc
 
|func_desc
 
|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 + '''offset'''
+
|return_text=that is the water height below the prim's [[llGetPos|position]] + {{LSLP|offset}}
 
|spec
 
|spec
 
|caveats
 
|caveats
 
|constants
 
|constants
|examples=<pre>
+
|examples=
// by Konigmann Lippmann
+
<source lang="lsl2">// Makes the object land on ground or on water
 +
 
 
FindGroundOrWater()
 
FindGroundOrWater()
 
{
 
{
     //llSay(0, "Finding Ground.");
+
     vector vTarget = llGetPos();
     float fGroundHeight = llGround( <0,0,0> );
+
     vTarget.z = llGround( ZERO_VECTOR );
     float fWaterLevel = llWater( <0,0,0> );
+
     float fWaterLevel = llWater( ZERO_VECTOR );
     integer iRepeats = 0;
+
     if( vTarget.z < fWaterLevel )
if( fGroundHeight < fWaterLevel )
+
        vTarget.z = fWaterLevel;
fGroundHeight = fWaterLevel;
+
     llSetRegionPos(vTarget);
    vector vOldPosition = llGetPos();
+
    vector vNewPosition = vOldPosition;
+
    vNewPosition.z = fGroundHeight;
+
     //llSay(0, "New location should be:" + (string)vNewPosition );
+
    while( (llAbs((integer)(vOldPosition.z - vNewPosition.z)) > 2.0 ) && (fGroundHeight>iRepeats) )
+
    {
+
        llSetPos( vNewPosition );
+
        vOldPosition = llGetPos();
+
    //llSay(0, "vOldPosition=[" + (string)vOldPosition +"]" );
+
    iRepeats++; //iRepeats is used as a safety valve to make sure that this routine doesn't repeat forever.
+
    }
+
 
}
 
}
  
Line 36: Line 28:
 
{
 
{
 
     touch_start(integer total_number)
 
     touch_start(integer total_number)
 +
    {
 
         FindGroundOrWater();
 
         FindGroundOrWater();
 +
    }
 
}
 
}
</pre>
+
</source>
 
|helpers
 
|helpers
 
|also_functions={{LSL DefineRow||[[llGround]]|Gets the ground height}}
 
|also_functions={{LSL DefineRow||[[llGround]]|Gets the ground height}}

Latest revision as of 10:54, 22 January 2015

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

// 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

•  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 );