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