/** * @file llvehicleparams.h * @brief For parameter names that must be shared between the * scripting language and the LLVehicleAction class on the simulator. * * Copyright (c) 2003-2007, Linden Research, Inc. * * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. */ #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