// 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) 2008-2013 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_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