// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_PHYSICS_SCP_INTERACTION_FLAGS #define PX_PHYSICS_SCP_INTERACTION_FLAGS #include "foundation/Px.h" namespace physx { namespace Sc { struct InteractionFlag // PT: TODO: use PxFlags { enum Enum { eELEMENT_ELEMENT = (1 << 0), // Interactions between rigid body shapes or interactions between rigid body and particle packet shapes eRB_ELEMENT = (1 << 1) | eELEMENT_ELEMENT, // Interactions between rigid body shapes eCONSTRAINT = (1 << 2), eFILTERABLE = (1 << 3), // Interactions that go through the filter code eIN_DIRTY_LIST = (1 << 4), // The interaction is in the dirty list eIS_FILTER_PAIR = (1 << 5), // The interaction is tracked by the filter callback mechanism eIS_ACTIVE = (1 << 6) }; }; struct InteractionDirtyFlag { enum Enum { eFILTER_STATE = (1 << 0), // All changes filtering related eMATERIAL = (1 << 1), eBODY_KINEMATIC = (1 << 2) | eFILTER_STATE, // A transition between dynamic and kinematic (and vice versa) require a refiltering eDOMINANCE = (1 << 3), eREST_OFFSET = (1 << 4), eVISUALIZATION = (1 << 5) }; }; } // namespace Sc } // namespace physx #endif // PX_PHYSICS_SCP_INTERACTION_FLAGS