1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
/**
* @file llvehicleparams.h
* @brief For parameter names that must be shared between the
* scripting language and the LLVehicleAction class on the simulator.
*
* Copyright (c) 2003-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#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
|