94 lines
3.1 KiB
C
94 lines
3.1 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PARTICLE_FLAG
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#define PX_PARTICLE_FLAG
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/** \addtogroup particles
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@{
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*/
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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Particle flags are used for additional information on the particles.
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*/
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struct PxParticleFlag
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{
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enum Enum
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{
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/**
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\brief Marks a valid particle. The particle data corresponding to these particle flags is valid, i.e. defines a particle, when set.
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Particles that are not marked with PxParticleFlag::eVALID are ignored during simulation.
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Application read only.
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*/
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eVALID = (1<<0),
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/**
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\brief Marks a particle that has collided with a static actor shape.
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Application read only.
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*/
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eCOLLISION_WITH_STATIC = (1<<1),
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/**
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\brief Marks a particle that has collided with a dynamic actor shape.
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Application read only.
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*/
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eCOLLISION_WITH_DYNAMIC = (1<<2),
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/**
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\brief Marks a particle that has collided with a shape that has been flagged as a drain (See PxShapeFlag.ePARTICLE_DRAIN).
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Application read only.
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@see PxShapeFlag.ePARTICLE_DRAIN
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*/
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eCOLLISION_WITH_DRAIN = (1<<3),
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/**
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\brief Marks a particle that had to be ignored for simulation, because the spatial data structure ran out of resources.
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Application read only.
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*/
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eSPATIAL_DATA_STRUCTURE_OVERFLOW = (1<<4),
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};
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};
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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