Difference between revisions of "LlWater"

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(added sim and default info)
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|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=The requested position needs to be in the same sim.  Water height is constant across each entire sim, and is almost always 20 meters.
|func_desc
|func_desc
|p1_type=vector|p1_name=offset
|p1_type=vector|p1_name=offset

Revision as of 11:17, 3 September 2007

Summary

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

Returns a float that is the water height below the object position + offset

• vector offset

The requested position needs to be in the same sim. Water height is constant across each entire sim, and is almost always 20 meters.

Examples

// 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();
    }
}

See Also

Functions

•  llGround Gets the ground height
•  llWind Gets the wind velocity
•  llCloud Gets the cloud density

Deep Notes

Signature

function float llWater( vector offset );