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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
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#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