Well, I won't handle tying the logical opening and closing of airlocks against animations in oMMU itself - IMHO it's best for the developer themselves to handle that though the airlock management functionality of the API.So will be where you can place a virtual airlock and tie the animation to the opening/closing of the airlock.
Multiple airlocks would be nice.
You'll be able to have as many airlocks as you need to implement whatever behavior your vessel requires, up to around 1 million or so (I've not worked out the exact amount beyond "a lot" :lol. Currently there are two types of airlock defined in the oMMU Core, a generic airlock that can be placed anywhere but doesn't support vessel -> vessel transfers and one that is tied to a docking port and supports vessel -> vessel transfer.
Pseudocodeish examples of the two airlock types initialization below:
Creating an airlock from a docking port:
Code:
ommuCrew->CreateAirlockFromPort(0,true);
Creating an arbitrary airlock:
Code:
Airlock myAirlock;
myAirlock.miscID = -1;
myAirlock.isOpen = false;
myAirlock.position = _V(0, 0, 0);
myAirlock.radius = 5.0f;
myAirlock.type = AirlockType::sphere;
ommuCrew->AddAirlock(&myAirlock);
Last edited: