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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.
//
// 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
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