12 #ifndef hifi_PhysicsCollisionGroups_h
13 #define hifi_PhysicsCollisionGroups_h
37 const int32_t BULLET_COLLISION_GROUP_STATIC = 1 << 0;
38 const int32_t BULLET_COLLISION_GROUP_DYNAMIC = 1 << 1;
39 const int32_t BULLET_COLLISION_GROUP_KINEMATIC = 1 << 2;
40 const int32_t BULLET_COLLISION_GROUP_MY_AVATAR = 1 << 3;
41 const int32_t BULLET_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;
42 const int32_t BULLET_COLLISION_GROUP_DETAILED_AVATAR = 1 << 5;
43 const int32_t BULLET_COLLISION_GROUP_DETAILED_RAY = 1 << 6;
45 const int32_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 31;
53 const int32_t BULLET_COLLISION_MASK_DEFAULT = ~ BULLET_COLLISION_GROUP_COLLISIONLESS;
56 const int32_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_STATIC);
58 const int32_t BULLET_COLLISION_MASK_DYNAMIC = BULLET_COLLISION_MASK_DEFAULT;
59 const int32_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
62 const int32_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);
68 const int32_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_GROUP_DYNAMIC | BULLET_COLLISION_GROUP_MY_AVATAR;
69 const int32_t BULLET_COLLISION_MASK_DETAILED_AVATAR = BULLET_COLLISION_GROUP_DETAILED_RAY;
70 const int32_t BULLET_COLLISION_MASK_DETAILED_RAY = BULLET_COLLISION_GROUP_DETAILED_AVATAR;
72 const int32_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;
96 const uint16_t USER_COLLISION_GROUP_STATIC = 1 << 0;
97 const uint16_t USER_COLLISION_GROUP_DYNAMIC = 1 << 1;
98 const uint16_t USER_COLLISION_GROUP_KINEMATIC = 1 << 2;
99 const uint16_t USER_COLLISION_GROUP_MY_AVATAR = 1 << 3;
100 const uint16_t USER_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;
102 const uint16_t ENTITY_COLLISION_MASK_DEFAULT =
103 USER_COLLISION_GROUP_STATIC |
104 USER_COLLISION_GROUP_DYNAMIC |
105 USER_COLLISION_GROUP_KINEMATIC |
106 USER_COLLISION_GROUP_MY_AVATAR |
107 USER_COLLISION_GROUP_OTHER_AVATAR;
109 const uint16_t USER_COLLISION_MASK_AVATARS = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
110 const uint16_t USER_COLLISION_MASK_ENTITIES = USER_COLLISION_GROUP_STATIC | USER_COLLISION_GROUP_DYNAMIC | USER_COLLISION_GROUP_KINEMATIC;
112 const int32_t NUM_USER_COLLISION_GROUPS = 5;