/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
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*==LICENSE==*/
#ifndef PLSIMDEFS_H
#define PLSIMDEFS_H
#pragma once

namespace plSimDefs
{
    // Groups are used to determine what a physical collides with, and what a
    // detector detects
    enum Group
    {
        // A physical that blocks avatars and dynamics
        kGroupStatic,
        // Blocks only avatars
        kGroupAvatarBlocker,
        // Blocks only dynamics
        kGroupDynamicBlocker,
        // No physical should actually be set to this, since the avatar is
        // controlled by a special kind of physical.  However, you can use this
        // for detecting.
        kGroupAvatar,
        // A physical that can be pushed around by the avatar or other dynamics
        kGroupDynamic,
        // A physical that doesn't block anything, but reports on any physical
        // that enters it
        kGroupDetector,
        // Blocks nothing, for los checks only
        kGroupLOSOnly,
        //kExcludeRegion setting up so only blocks avatars and only when not in seek mode
        kGroupExcludeRegion,
        // A kinematic avatar only interacts with dynamics and detectors
        kGroupAvatarKinematic,
        // Just for error checking
        kGroupMax
    };

    /** Different types of line-of-sight requests. */
    enum LOSReqType
    {
        // these are MASKS -- keep powers of two
        kLOS_IgnoreCameraRequest    = 0x1,
        kLOS_IgnoreUIRequest        = 0x2,
        kLOS_CameraAvoidObject      = 0x4,

        kLOS_Max                    = 0xffff    // force 16-bit
    };

    /** Different types of physics shapes. In most cases they dictate how we intepret
        the raw vertices. In some cases (sphere) they explain why there aren't any vertices */
    enum Bounds {
        kBoxBounds      =   0x01,   // bounding box
        kSphereBounds,              // bounding sphere
        kHullBounds,                // convex hull
        kProxyBounds,               // use alternate proxy geometry
        kExplicitBounds,            // use the primary geometry
        kNumBounds,                 // the number of bounds types
        
        kBoundsMax      =   0xff    // force 8-bit
    };
    
    enum plLOSDB {
        kLOSDBNone              =   0x0000,

        kLOSDBUIBlockers        =   0x0001,     // things that block ui probes
        kLOSDBUIItems           =   0x0002,     // ui items -- we check these first for a hit before checking blockers
        kLOSDBCameraBlockers    =   0x0004,     // things that block camera probes
        kLOSDBCustom            =   0x0008,     // special things. only the user knows
        kLOSDBLocalAvatar       =   0x0010,     // yes, this is silly. it's transitional :)
        kLOSDBShootableItems    =   0x0020,     // shootable items, like from the VaporMiner gun

        kLOSDBAvatarWalkable    =   0x0040,     // stuff the avatar is expected to walk on. Used to prevent sliding and allow
                                                // jumping. All terrain automatically goes here.
        
        kLOSDBSwimRegion        =   0x0080,

        kLOSDBMax               =   0x0100,     // MOVE THIS UP if you add new classes under it. we need it to iterate through the DBs
        kLOSDBForce16           =   0xffff
    };
}


#endif //PLSIMDEFS_H