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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
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