Difference between revisions of "LlGround"

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(Bring example into line with llWater)
m (<lsl> tag to <source>)
 
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|constants
|constants
|examples=
|examples=
<lsl>// Makes the object land on ground or on water
<source lang="lsl2">// Makes the object land on ground or on water
   
   
FindGroundOrWater()
FindGroundOrWater()
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         FindGroundOrWater();
         FindGroundOrWater();
     }
     }
}</lsl>
}</source>
|helpers
|helpers
|also_functions=
|also_functions=

Latest revision as of 10:22, 22 January 2015

Summary

Function: float llGround( vector offset );
0.0 Forced Delay
10.0 Energy

Returns a float that is the ground height directly below the prim 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.

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

•  llGroundContour Gets the ground contour
•  llGroundNormal Gets the ground normal
•  llGroundSlope Gets the ground slope
•  llEdgeOfWorld Returns existence of neighboring sims

Deep Notes

Signature

function float llGround( vector offset );