genesis-3d_engine/Engine/ExtIncludes/physX3/windows/particles/PxParticleFlag.h

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// This code contains NVIDIA Confidential Information and is disclosed to you
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//
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_PARTICLE_FLAG
#define PX_PARTICLE_FLAG
/** \addtogroup particles
@{
*/
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
Particle flags are used for additional information on the particles.
*/
struct PxParticleFlag
{
enum Enum
{
/**
\brief Marks a valid particle. The particle data corresponding to these particle flags is valid, i.e. defines a particle, when set.
Particles that are not marked with PxParticleFlag::eVALID are ignored during simulation.
Application read only.
*/
eVALID = (1<<0),
/**
\brief Marks a particle that has collided with a static actor shape.
Application read only.
*/
eCOLLISION_WITH_STATIC = (1<<1),
/**
\brief Marks a particle that has collided with a dynamic actor shape.
Application read only.
*/
eCOLLISION_WITH_DYNAMIC = (1<<2),
/**
\brief Marks a particle that has collided with a shape that has been flagged as a drain (See PxShapeFlag.ePARTICLE_DRAIN).
Application read only.
@see PxShapeFlag.ePARTICLE_DRAIN
*/
eCOLLISION_WITH_DRAIN = (1<<3),
/**
\brief Marks a particle that had to be ignored for simulation, because the spatial data structure ran out of resources.
Application read only.
*/
eSPATIAL_DATA_STRUCTURE_OVERFLOW = (1<<4),
};
};
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif