phoenix-firestorm/indra/llcommon/llagentconstants.h

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/**
* @file llagentconstants.h
* @author James Cook, Andrew Meadows, Richard Nelson
* @brief Shared constants through the system for agents.
*
* $LicenseInfo:firstyear=2006&license=viewerlgpl$
* 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_LLAGENTCONSTANTS_H
#define LL_LLAGENTCONSTANTS_H
const U32 CONTROL_AT_POS_INDEX = 0;
const U32 CONTROL_AT_NEG_INDEX = 1;
const U32 CONTROL_LEFT_POS_INDEX = 2;
const U32 CONTROL_LEFT_NEG_INDEX = 3;
const U32 CONTROL_UP_POS_INDEX = 4;
const U32 CONTROL_UP_NEG_INDEX = 5;
const U32 CONTROL_PITCH_POS_INDEX = 6;
const U32 CONTROL_PITCH_NEG_INDEX = 7;
const U32 CONTROL_YAW_POS_INDEX = 8;
const U32 CONTROL_YAW_NEG_INDEX = 9;
const U32 CONTROL_FAST_AT_INDEX = 10;
const U32 CONTROL_FAST_LEFT_INDEX = 11;
const U32 CONTROL_FAST_UP_INDEX = 12;
const U32 CONTROL_FLY_INDEX = 13;
const U32 CONTROL_STOP_INDEX = 14;
const U32 CONTROL_FINISH_ANIM_INDEX = 15;
const U32 CONTROL_STAND_UP_INDEX = 16;
const U32 CONTROL_SIT_ON_GROUND_INDEX = 17;
const U32 CONTROL_MOUSELOOK_INDEX = 18;
const U32 CONTROL_NUDGE_AT_POS_INDEX = 19;
const U32 CONTROL_NUDGE_AT_NEG_INDEX = 20;
const U32 CONTROL_NUDGE_LEFT_POS_INDEX = 21;
const U32 CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
const U32 CONTROL_NUDGE_UP_POS_INDEX = 23;
const U32 CONTROL_NUDGE_UP_NEG_INDEX = 24;
const U32 CONTROL_TURN_LEFT_INDEX = 25;
const U32 CONTROL_TURN_RIGHT_INDEX = 26;
const U32 CONTROL_AWAY_INDEX = 27;
const U32 CONTROL_LBUTTON_DOWN_INDEX = 28;
const U32 CONTROL_LBUTTON_UP_INDEX = 29;
const U32 CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
const U32 CONTROL_ML_LBUTTON_UP_INDEX = 31;
const U32 TOTAL_CONTROLS = 32;
const U32 AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX; // 0x00000001
const U32 AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX; // 0x00000002
const U32 AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX; // 0x00000004
const U32 AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX; // 0x00000008
const U32 AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX; // 0x00000010
const U32 AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX; // 0x00000020
const U32 AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX; // 0x00000040
const U32 AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX; // 0x00000080
const U32 AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX; // 0x00000100
const U32 AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX; // 0x00000200
const U32 AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX; // 0x00000400
const U32 AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX; // 0x00000800
const U32 AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX; // 0x00001000
const U32 AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX; // 0x00002000
const U32 AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX; // 0x00004000
const U32 AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX; // 0x00008000
const U32 AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX; // 0x00010000
const U32 AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX; // 0x00020000
const U32 AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX; // 0x00040000
const U32 AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX; // 0x00080000
const U32 AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX; // 0x00100000
const U32 AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX; // 0x00200000
const U32 AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX; // 0x00400000
const U32 AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX; // 0x00800000
const U32 AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX; // 0x01000000
const U32 AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX; // 0x02000000
const U32 AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX; // 0x04000000
const U32 AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX; // 0x08000000
const U32 AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX; // 0x10000000
const U32 AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX; // 0x20000000
const U32 AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX; // 0x40000000
const U32 AGENT_CONTROL_ML_LBUTTON_UP = ((U32)0x1) << CONTROL_ML_LBUTTON_UP_INDEX; // 0x80000000
const U32 AGENT_CONTROL_AT = AGENT_CONTROL_AT_POS
| AGENT_CONTROL_AT_NEG
| AGENT_CONTROL_NUDGE_AT_POS
| AGENT_CONTROL_NUDGE_AT_NEG;
const U32 AGENT_CONTROL_LEFT = AGENT_CONTROL_LEFT_POS
| AGENT_CONTROL_LEFT_NEG
| AGENT_CONTROL_NUDGE_LEFT_POS
| AGENT_CONTROL_NUDGE_LEFT_NEG;
const U32 AGENT_CONTROL_UP = AGENT_CONTROL_UP_POS
| AGENT_CONTROL_UP_NEG
| AGENT_CONTROL_NUDGE_UP_POS
| AGENT_CONTROL_NUDGE_UP_NEG;
const U32 AGENT_CONTROL_HORIZONTAL = AGENT_CONTROL_AT
| AGENT_CONTROL_LEFT;
const U32 AGENT_CONTROL_NOT_USED_BY_LSL = AGENT_CONTROL_FLY
| AGENT_CONTROL_STOP
| AGENT_CONTROL_FINISH_ANIM
| AGENT_CONTROL_STAND_UP
| AGENT_CONTROL_SIT_ON_GROUND
| AGENT_CONTROL_MOUSELOOK
| AGENT_CONTROL_AWAY;
const U32 AGENT_CONTROL_MOVEMENT = AGENT_CONTROL_AT
| AGENT_CONTROL_LEFT
| AGENT_CONTROL_UP;
const U32 AGENT_CONTROL_ROTATION = AGENT_CONTROL_PITCH_POS
| AGENT_CONTROL_PITCH_NEG
| AGENT_CONTROL_YAW_POS
| AGENT_CONTROL_YAW_NEG;
const U32 AGENT_CONTROL_NUDGE = AGENT_CONTROL_NUDGE_AT_POS
| AGENT_CONTROL_NUDGE_AT_NEG
| AGENT_CONTROL_NUDGE_LEFT_POS
| AGENT_CONTROL_NUDGE_LEFT_NEG;
// move these up so that we can hide them in "State" for object updates
// (for now)
const U32 AGENT_ATTACH_OFFSET = 4;
const U32 AGENT_ATTACH_MASK = 0xf << AGENT_ATTACH_OFFSET;
const U32 AGENT_ATTACH_CLEAR = 0x00;
// RN: this method swaps the upper and lower nibbles to maintain backward
// compatibility with old objects that only used the upper nibble
#define ATTACHMENT_ID_FROM_STATE(state) ((S32)((((U8)state & AGENT_ATTACH_MASK) >> 4) | (((U8)state & ~AGENT_ATTACH_MASK) << 4)))
// test state for use in testing grabbing the camera
const U32 AGENT_CAMERA_OBJECT = 0x1 << 3;
const F32 MAX_ATTACHMENT_DIST = 3.5f; // meters?
#endif