Difference between revisions of "LlWater"

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m (lsl code tagging)
m (Synching with llGround)
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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. <br/>
|func_footnote=Only the X and Y coordinates of the '''offset''' are important.<br />
Water height is constant across each entire sim and is typically 20 meters but not always.
Water height is constant across each entire sim and is typically 20 meters but not always.
|func_desc
|func_desc
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|return_text=that is the water height below the object position + '''offset'''
|return_text=that is the water height below the object position + '''offset'''
|spec
|spec
|caveats
|caveats=*The requested position needs to be in the same sim.
|constants
|constants
|examples=
|examples=

Revision as of 02:39, 30 August 2008

Summary

Function: float llWater( vector offset );

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

• vector offset

Only the X and Y coordinates of the offset are important.
Water height is constant across each entire sim and is typically 20 meters but not always.

Caveats

  • The requested position needs to be in the same sim.
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Examples

<lsl> // 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();
   }

}

</lsl>

See Also

Functions

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

Deep Notes

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Signature

function float llWater( vector offset );