Difference between revisions of "LlWater"
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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_footnote= | ||
|func_sleep=0.0 | Water height is constant across each entire sim and is typically 20 meters but not always. | ||
|func_energy=10.0 | |func_desc | ||
|func_footnote | |p1_type=vector|p1_name=offset | ||
|p1_type=vector | |||
|p1_name= | |||
|return_type=float | |return_type=float | ||
|return_text=that is the water height below the | |return_text=that is the water height below the prim's [[llGetPos|position]] + {{LSLP|offset}} | ||
|spec | |spec | ||
|caveats | |caveats | ||
|examples | |constants | ||
|examples= | |||
<source lang="lsl2">// 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(); | |||
} | |||
} | |||
</source> | |||
|helpers | |helpers | ||
| | |also_functions={{LSL DefineRow||[[llGround]]|Gets the ground height}} | ||
| | {{LSL DefineRow||[[llWind]]|Gets the wind velocity}} | ||
| | {{LSL DefineRow||[[llCloud]]|Gets the cloud density}} | ||
|also_tests | |||
|also_events | |||
|also_articles | |||
|notes | |||
|cat1=Region | |||
|cat2=Ground | |||
|cat3 | |||
|cat4 | |||
}} |
Latest revision as of 11:54, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: float llWater( vector offset );153 | Function ID |
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.
Caveats
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();
}
}