124 lines
3.4 KiB
C
124 lines
3.4 KiB
C
/**
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* @file llvehicleparams.h
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* @brief For parameter names that must be shared between the
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* scripting language and the LLVehicleAction class on the simulator.
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*
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* $LicenseInfo:firstyear=2003&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_VEHICLE_PARAMS_H
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#define LL_VEHICLE_PARAMS_H
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/**
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* The idea is that the various parameters that control vehicle
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* behavior can be tweeked by name using general-purpose script calls.
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*/
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typedef enum e_vehicle_param
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{
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VEHICLE_TYPE_NONE, // TYPE_0
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VEHICLE_TYPE_SLED,
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VEHICLE_TYPE_CAR,
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VEHICLE_TYPE_BOAT,
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VEHICLE_TYPE_AIRPLANE,
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VEHICLE_TYPE_BALLOON, // TYPE_5
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VEHICLE_TYPE_6,
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VEHICLE_TYPE_7,
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VEHICLE_TYPE_8,
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VEHICLE_TYPE_9,
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VEHICLE_TYPE_10,
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VEHICLE_TYPE_11,
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VEHICLE_TYPE_12,
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VEHICLE_TYPE_13,
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VEHICLE_TYPE_14,
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VEHICLE_TYPE_15,
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// vector parameters
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VEHICLE_LINEAR_FRICTION_TIMESCALE,
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VEHICLE_ANGULAR_FRICTION_TIMESCALE,
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VEHICLE_LINEAR_MOTOR_DIRECTION,
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VEHICLE_ANGULAR_MOTOR_DIRECTION,
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VEHICLE_LINEAR_MOTOR_OFFSET,
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VEHICLE_VECTOR_PARAM_5,
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VEHICLE_VECTOR_PARAM_6,
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VEHICLE_VECTOR_PARAM_7,
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// floating point parameters
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VEHICLE_HOVER_HEIGHT,
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VEHICLE_HOVER_EFFICIENCY,
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VEHICLE_HOVER_TIMESCALE,
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VEHICLE_BUOYANCY,
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VEHICLE_LINEAR_DEFLECTION_EFFICIENCY,
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VEHICLE_LINEAR_DEFLECTION_TIMESCALE,
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VEHICLE_LINEAR_MOTOR_TIMESCALE,
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VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE,
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VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY,
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VEHICLE_ANGULAR_DEFLECTION_TIMESCALE,
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VEHICLE_ANGULAR_MOTOR_TIMESCALE,
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VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE,
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VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY,
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VEHICLE_VERTICAL_ATTRACTION_TIMESCALE,
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VEHICLE_BANKING_EFFICIENCY,
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VEHICLE_BANKING_MIX,
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VEHICLE_BANKING_TIMESCALE,
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VEHICLE_FLOAT_PARAM_17,
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VEHICLE_FLOAT_PARAM_18,
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VEHICLE_FLOAT_PARAM_19,
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// rotation parameters
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VEHICLE_REFERENCE_FRAME,
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VEHICLE_ROTATION_PARAM_1,
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VEHICLE_ROTATION_PARAM_2,
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VEHICLE_ROTATION_PARAM_3,
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} EVehicleParam;
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// some flags that effect how the vehicle moves
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// zeros world-z component of linear deflection
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const U32 VEHICLE_FLAG_NO_DEFLECTION_UP = 1 << 0;
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// spring-loads roll only
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const U32 VEHICLE_FLAG_LIMIT_ROLL_ONLY = 1 << 1;
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// hover flags
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const U32 VEHICLE_FLAG_HOVER_WATER_ONLY = 1 << 2;
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const U32 VEHICLE_FLAG_HOVER_TERRAIN_ONLY = 1 << 3;
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const U32 VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT = 1 << 4;
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const U32 VEHICLE_FLAG_HOVER_UP_ONLY = 1 << 5;
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// caps world-z component of linear motor to prevent
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// climbing up into the sky
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const U32 VEHICLE_FLAG_LIMIT_MOTOR_UP = 1 << 6;
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const U32 VEHICLE_FLAG_MOUSELOOK_STEER = 1 << 7;
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const U32 VEHICLE_FLAG_MOUSELOOK_BANK = 1 << 8;
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const U32 VEHICLE_FLAG_CAMERA_DECOUPLED = 1 << 9;
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#endif
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