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authorJacek Antonelli2008-08-15 23:44:46 -0500
committerJacek Antonelli2008-08-15 23:44:46 -0500
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Second Life viewer sources 1.13.2.12
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1/**
2 * @file llvehicleparams.h
3 * @brief For parameter names that must be shared between the
4 * scripting language and the LLVehicleAction class on the simulator.
5 *
6 * Copyright (c) 2003-2007, Linden Research, Inc.
7 *
8 * The source code in this file ("Source Code") is provided by Linden Lab
9 * to you under the terms of the GNU General Public License, version 2.0
10 * ("GPL"), unless you have obtained a separate licensing agreement
11 * ("Other License"), formally executed by you and Linden Lab. Terms of
12 * the GPL can be found in doc/GPL-license.txt in this distribution, or
13 * online at http://secondlife.com/developers/opensource/gplv2
14 *
15 * There are special exceptions to the terms and conditions of the GPL as
16 * it is applied to this Source Code. View the full text of the exception
17 * in the file doc/FLOSS-exception.txt in this software distribution, or
18 * online at http://secondlife.com/developers/opensource/flossexception
19 *
20 * By copying, modifying or distributing this software, you acknowledge
21 * that you have read and understood your obligations described above,
22 * and agree to abide by those obligations.
23 *
24 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
25 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
26 * COMPLETENESS OR PERFORMANCE.
27 */
28
29#ifndef LL_VEHICLE_PARAMS_H
30#define LL_VEHICLE_PARAMS_H
31
32/**
33 * The idea is that the various parameters that control vehicle
34 * behavior can be tweeked by name using general-purpose script calls.
35 */
36
37typedef enum e_vehicle_param
38{
39 VEHICLE_TYPE_NONE, // TYPE_0
40 VEHICLE_TYPE_SLED,
41 VEHICLE_TYPE_CAR,
42 VEHICLE_TYPE_BOAT,
43 VEHICLE_TYPE_AIRPLANE,
44 VEHICLE_TYPE_BALLOON, // TYPE_5
45 VEHICLE_TYPE_6,
46 VEHICLE_TYPE_7,
47 VEHICLE_TYPE_8,
48 VEHICLE_TYPE_9,
49 VEHICLE_TYPE_10,
50 VEHICLE_TYPE_11,
51 VEHICLE_TYPE_12,
52 VEHICLE_TYPE_13,
53 VEHICLE_TYPE_14,
54 VEHICLE_TYPE_15,
55
56 // vector parameters
57 VEHICLE_LINEAR_FRICTION_TIMESCALE,
58 VEHICLE_ANGULAR_FRICTION_TIMESCALE,
59 VEHICLE_LINEAR_MOTOR_DIRECTION,
60 VEHICLE_ANGULAR_MOTOR_DIRECTION,
61 VEHICLE_LINEAR_MOTOR_OFFSET,
62 VEHICLE_VECTOR_PARAM_5,
63 VEHICLE_VECTOR_PARAM_6,
64 VEHICLE_VECTOR_PARAM_7,
65
66 // floating point parameters
67 VEHICLE_HOVER_HEIGHT,
68 VEHICLE_HOVER_EFFICIENCY,
69 VEHICLE_HOVER_TIMESCALE,
70 VEHICLE_BUOYANCY,
71
72 VEHICLE_LINEAR_DEFLECTION_EFFICIENCY,
73 VEHICLE_LINEAR_DEFLECTION_TIMESCALE,
74 VEHICLE_LINEAR_MOTOR_TIMESCALE,
75 VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE,
76
77 VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY,
78 VEHICLE_ANGULAR_DEFLECTION_TIMESCALE,
79 VEHICLE_ANGULAR_MOTOR_TIMESCALE,
80 VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE,
81
82 VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY,
83 VEHICLE_VERTICAL_ATTRACTION_TIMESCALE,
84
85 VEHICLE_BANKING_EFFICIENCY,
86 VEHICLE_BANKING_MIX,
87 VEHICLE_BANKING_TIMESCALE,
88
89 VEHICLE_FLOAT_PARAM_17,
90 VEHICLE_FLOAT_PARAM_18,
91 VEHICLE_FLOAT_PARAM_19,
92
93 // rotation parameters
94 VEHICLE_REFERENCE_FRAME,
95 VEHICLE_ROTATION_PARAM_1,
96 VEHICLE_ROTATION_PARAM_2,
97 VEHICLE_ROTATION_PARAM_3,
98
99} EVehicleParam;
100
101
102// some flags that effect how the vehicle moves
103
104// zeros world-z component of linear deflection
105const U32 VEHICLE_FLAG_NO_DEFLECTION_UP = 1 << 0;
106
107// spring-loads roll only
108const U32 VEHICLE_FLAG_LIMIT_ROLL_ONLY = 1 << 1;
109
110// hover flags
111const U32 VEHICLE_FLAG_HOVER_WATER_ONLY = 1 << 2;
112const U32 VEHICLE_FLAG_HOVER_TERRAIN_ONLY = 1 << 3;
113const U32 VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT = 1 << 4;
114const U32 VEHICLE_FLAG_HOVER_UP_ONLY = 1 << 5;
115
116// caps world-z component of linear motor to prevent
117// climbing up into the sky
118const U32 VEHICLE_FLAG_LIMIT_MOTOR_UP = 1 << 6;
119
120const U32 VEHICLE_FLAG_MOUSELOOK_STEER = 1 << 7;
121const U32 VEHICLE_FLAG_MOUSELOOK_BANK = 1 << 8;
122const U32 VEHICLE_FLAG_CAMERA_DECOUPLED = 1 << 9;
123
124#endif