Difference between revisions of "LlGround"
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{{LSL_Function | {{LSL_Function | ||
|inject-2={{LSL Function/offset|offset|noZ=*}} | |inject-2={{LSL Function/offset|offset|noZ=*|sim=*}} | ||
|func_id=42|func_sleep=0.0|func_energy=10.0 | |func_id=42|func_sleep=0.0|func_energy=10.0 | ||
|sort=Ground | |sort=Ground | ||
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|return_text=that is the ground height directly below the [[llGetPos|prim position]] + {{LSLP|offset}} | |return_text=that is the ground height directly below the [[llGetPos|prim position]] + {{LSLP|offset}} | ||
|spec | |spec | ||
|caveats | |caveats | ||
|constants | |constants | ||
|examples= | |examples= |
Revision as of 10:50, 18 June 2012
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: float llGround( vector offset );42 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns a float that is the ground height directly below the prim 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.
Caveats
Examples
<lsl>// Get the object to land on the ground or on the water // 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
• | llGroundContour | – | Gets the ground contour | |
• | llGroundNormal | – | Gets the ground normal | |
• | llGroundSlope | – | Gets the ground slope | |
• | llEdgeOfWorld | – | Returns existence of neighboring sims |