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o3de/Gems/PhysX/Code/Source/Collision.h

44 lines
1.8 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <PxPhysicsAPI.h>
namespace AzPhysics
{
class CollisionGroup;
class CollisionLayer;
}
namespace PhysX
{
namespace Collision
{
physx::PxFilterFlags DefaultFilterShader(
physx::PxFilterObjectAttributes attributes0, physx::PxFilterData filterData0,
physx::PxFilterObjectAttributes attributes1, physx::PxFilterData filterData1,
physx::PxPairFlags& pairFlags, const void* constantBlock, physx::PxU32 constantBlockSize);
physx::PxFilterFlags DefaultFilterShaderCCD(
physx::PxFilterObjectAttributes attributes0, physx::PxFilterData filterData0,
physx::PxFilterObjectAttributes attributes1, physx::PxFilterData filterData1,
physx::PxPairFlags& pairFlags, const void* constantBlock, physx::PxU32 constantBlockSize);
AZ::u64 Combine(AZ::u32 word0, AZ::u32 word1);
physx::PxFilterData CreateFilterData(const AzPhysics::CollisionLayer& layer, const AzPhysics::CollisionGroup& group);
void SetLayer(const AzPhysics::CollisionLayer& layer, physx::PxFilterData& filterData);
void SetGroup(const AzPhysics::CollisionGroup& group, physx::PxFilterData& filterData);
bool ShouldCollide(const physx::PxFilterData& filterData0, const physx::PxFilterData& filterData1);
}
}