Difference between revisions of "LlWater"

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(Bring example up-to-date with llSetRegionPos().)
m (Replaced old <LSL> block with <source lang="lsl2">)
 
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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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     }
     }
}
}
</lsl>
</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 );
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.

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

Signature

function float llWater( vector offset );