overte/libraries/shared/src/PhysicsCollisionGroups.h
2016-04-14 11:18:10 -07:00

87 lines
3.3 KiB
C

//
// 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 int16_t BULLET_COLLISION_GROUP_STATIC = 1 << 0;
const int16_t BULLET_COLLISION_GROUP_DYNAMIC = 1 << 1;
const int16_t BULLET_COLLISION_GROUP_KINEMATIC = 1 << 2;
const int16_t BULLET_COLLISION_GROUP_MY_AVATAR = 1 << 3;
const int16_t BULLET_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;
// ...
const int16_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 14;
/* 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 collisionless
const int16_t BULLET_COLLISION_MASK_DEFAULT = ~ BULLET_COLLISION_GROUP_COLLISIONLESS;
// STATIC does not collide with itself (as optimization of physics simulation)
const int16_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_STATIC);
const int16_t BULLET_COLLISION_MASK_DYNAMIC = BULLET_COLLISION_MASK_DEFAULT;
const int16_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
// MY_AVATAR does not collide with itself
const int16_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);
const int16_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_MASK_DEFAULT;
// COLLISIONLESS gets an empty mask.
const int16_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;
// 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 uint8_t USER_COLLISION_GROUP_STATIC = 1 << 0;
const uint8_t USER_COLLISION_GROUP_DYNAMIC = 1 << 1;
const uint8_t USER_COLLISION_GROUP_KINEMATIC = 1 << 2;
const uint8_t USER_COLLISION_GROUP_MY_AVATAR = 1 << 3;
const uint8_t USER_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;
const uint8_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 uint8_t USER_COLLISION_MASK_AVATARS = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
const int NUM_USER_COLLISION_GROUPS = 5;
#endif // hifi_PhysicsCollisionGroups_h