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  // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
  // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
  // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  
  
  
  #ifndef PX_PARTICLE_FLAG
  #define PX_PARTICLE_FLAG
  
  #include "foundation/PxPreprocessor.h"
  
  /** \addtogroup particles
    @{
  */
  
  #if !PX_DOXYGEN
  namespace physx
  {
  #endif
  
  /**
  Particle flags are used for additional information on the particles. (deprecated)
  
  \deprecated The PhysX particle feature has been deprecated in PhysX version 3.4
  */
  struct PX_DEPRECATED PxParticleFlag
  	{
  	enum Enum
  		{
  			/**
  			\brief Marks a valid particle. The particle data corresponding to these particle flags is valid, i.e. defines a particle, when set.
  			Particles that are not marked with PxParticleFlag::eVALID are ignored during simulation.
  			
  			Application read only.
  			*/
  			eVALID								= (1<<0),
  
  			/**
  			\brief Marks a particle that has collided with a static actor shape.
  
  			Application read only.
  			*/
  			eCOLLISION_WITH_STATIC				= (1<<1),	
  
  			/**
  			\brief Marks a particle that has collided with a dynamic actor shape.
  
  			Application read only.
  			*/
  			eCOLLISION_WITH_DYNAMIC				= (1<<2),
  
  			/**
  			\brief Marks a particle that has collided with a shape that has been flagged as a drain (See PxShapeFlag.ePARTICLE_DRAIN).
  			
  			Application read only.
  			@see PxShapeFlag.ePARTICLE_DRAIN
  			*/
  			eCOLLISION_WITH_DRAIN				= (1<<3),
  
  			/**
  			\brief Marks a particle that had to be ignored for simulation, because the spatial data structure ran out of resources.
  
  			Application read only.
  			*/
  			eSPATIAL_DATA_STRUCTURE_OVERFLOW	= (1<<4)
  		};
  	};
  
  #if !PX_DOXYGEN
  } // namespace physx
  #endif
  
  /** @} */
  #endif
  