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////  PhysicsCollisionGroups.h//  libraries/shared/src////  Created by Andrew Meadows 2015.06.03//  Copyright 2015 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #ifndef hifi_PhysicsCollisionGroups_h#define hifi_PhysicsCollisionGroups_h #include <stdint.h> /* Note: These are the Bullet collision groups defined in btBroadphaseProxy. Only * DefaultFilter and StaticFilter are explicitly used by Bullet (when the collision * filter of an object is not manually specified), the rest are merely suggestions. *enum CollisionFilterGroups {    DefaultFilter = 1,    StaticFilter = 2,    KinematicFilter = 4,    DebrisFilter = 8,    SensorTrigger = 16,    CharacterFilter = 32,    AllFilter = -1} * * When using custom collision filters we pretty much need to do all or nothing. * We'll be doing it all which means we define our own groups and build custom masks * for everything. **/ const int32_t BULLET_COLLISION_GROUP_STATIC = 1 << 0;const int32_t BULLET_COLLISION_GROUP_DYNAMIC = 1 << 1;const int32_t BULLET_COLLISION_GROUP_KINEMATIC = 1 << 2;const int32_t BULLET_COLLISION_GROUP_MY_AVATAR = 1 << 3;const int32_t BULLET_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;const int32_t BULLET_COLLISION_GROUP_DETAILED_AVATAR = 1 << 5;const int32_t BULLET_COLLISION_GROUP_DETAILED_RAY = 1 << 6;// ...const int32_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 31;  /* Note: In order for objectA to collide with objectB at the filter stage * both (groupA & maskB) and (groupB & maskA) must be non-zero. */ // the default collision mask is: collides with everything except collisionlessconst int32_t BULLET_COLLISION_MASK_DEFAULT = ~ BULLET_COLLISION_GROUP_COLLISIONLESS; // STATIC does not collide with itself (as optimization of physics simulation)const int32_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_STATIC); const int32_t BULLET_COLLISION_MASK_DYNAMIC = BULLET_COLLISION_MASK_DEFAULT;const int32_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC; // MY_AVATAR does not collide with itselfconst int32_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR); // OTHER_AVATARs are dynamic, but are slammed to whatever the avatar-mixer says, which means// their motion can't actually be affected by the local physics simulation -- we rely on the remote simulation// to move its avatar around correctly and to communicate its motion through the avatar-mixer.// Therefore, they only need to collide against things that can be affected by their motion: dynamic and MyAvatarconst int32_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_GROUP_DYNAMIC | BULLET_COLLISION_GROUP_MY_AVATAR;const int32_t BULLET_COLLISION_MASK_DETAILED_AVATAR = BULLET_COLLISION_GROUP_DETAILED_RAY;const int32_t BULLET_COLLISION_MASK_DETAILED_RAY = BULLET_COLLISION_GROUP_DETAILED_AVATAR;// COLLISIONLESS gets an empty mask.const int32_t BULLET_COLLISION_MASK_COLLISIONLESS = 0; /*@jsdoc * <p>A collision may occur with the following types of items:</p> * <table> *   <thead> *     <tr><th>Value</th><th>Description</th> *   </thead> *   <tbody> *     <tr><td><code>1</code></td><td>Static entities &mdash; non-dynamic entities with no velocity.</td></tr> *     <tr><td><code>2</code></td><td>Dynamic entities &mdash; entities that have their <code>dynamic</code> property set to *         <code>true</code>.</td></tr> *     <tr><td><code>4</code></td><td>Kinematic entities &mdash; non-dynamic entities with velocity.</td></tr> *     <tr><td><code>8</code></td><td>My avatar.</td></tr> *     <tr><td><code>16</code></td><td>Other avatars.</td></tr> *   </tbody> * </table> * <p>The values for the collision types that are enabled are added together to give the CollisionMask value. For example, a * value of <code>31</code> means that an entity will collide with all item types.</p> * @typedef {number} CollisionMask */ // The USER collision groups are exposed to script and can be used to generate per-object collision masks.// They are not necessarily the same as the BULLET_COLLISION_GROUPS, but we start them off with matching numbers.const uint16_t USER_COLLISION_GROUP_STATIC = 1 << 0;const uint16_t USER_COLLISION_GROUP_DYNAMIC = 1 << 1;const uint16_t USER_COLLISION_GROUP_KINEMATIC = 1 << 2;const uint16_t USER_COLLISION_GROUP_MY_AVATAR = 1 << 3;const uint16_t USER_COLLISION_GROUP_OTHER_AVATAR = 1 << 4; const uint16_t ENTITY_COLLISION_MASK_DEFAULT =    USER_COLLISION_GROUP_STATIC |    USER_COLLISION_GROUP_DYNAMIC |    USER_COLLISION_GROUP_KINEMATIC |    USER_COLLISION_GROUP_MY_AVATAR |    USER_COLLISION_GROUP_OTHER_AVATAR; const uint16_t USER_COLLISION_MASK_AVATARS = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;const uint16_t USER_COLLISION_MASK_ENTITIES = USER_COLLISION_GROUP_STATIC | USER_COLLISION_GROUP_DYNAMIC | USER_COLLISION_GROUP_KINEMATIC; const int32_t NUM_USER_COLLISION_GROUPS = 5; #endif // hifi_PhysicsCollisionGroups_h

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