llWater

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Revision as of 13:52, 2 September 2007 by Konigmann Lippmann (talk | contribs)
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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.

Examples

// by Konigmann Lippmann
FindGroundOrWater()
{
    //llSay(0, "Finding Ground.");
    float fGroundHeight = llGround( <0,0,0> );
    float fWaterLevel = llWater( <0,0,0> );
    integer iRepeats = 0;
	if( fGroundHeight < fWaterLevel )
		fGroundHeight = fWaterLevel;
    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.
    }
}

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 );