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/**
 * @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