text: //
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  //  * Redistributions of source code must retain the above copyright
  //    notice, this list of conditions and the following disclaimer.
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  //    documentation and/or other materials provided with the distribution.
  //  * Neither the name of NVIDIA CORPORATION nor the names of its
  //    contributors may be used to endorse or promote products derived
  //    from this software without specific prior written permission.
  //
  // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  // PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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  // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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  // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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  // Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
  
  
  
  #ifndef PHYS_XOBJECT_DESC_H
  #define PHYS_XOBJECT_DESC_H
  
  /*!
  \file
  \brief class PhysXObjectDesc
  */
  
  #include "ApexUsingNamespace.h"
  
  namespace nvidia
  {
  namespace apex
  {
  
  class Actor;
  
  PX_PUSH_PACK_DEFAULT
  
  /**
   * \brief PhysX object descriptor
   *
   * Class which describes how a PhysX object is being used by APEX.  Data access is
   * non virtual for performance reasons.
   */
  class PhysXObjectDesc
  {
  protected:
  	/**
  	\brief Object interaction flags
  
  	These flags determine how this PhysX object should interact with user callbacks.  For
  	instance whether contact callbacks with the object should be ignored.
  	*/
  	uint32_t				mFlags;
  
  	enum
  	{
  		TRANSFORM   = (1U << 31),	//!< If set, ignore this object's xform in active actor callbacks
  		RAYCASTS    = (1U << 30), //!< If set, ignore this object in raycasts
  		CONTACTS    = (1U << 29) //!< If set, ignore this object in contact callbacks
  	};
  
  
  public:
  	/** \brief Returns the number of Actors associated with the PhysX object */
  	virtual uint32_t				getApexActorCount() const = 0;
  	/** \brief Returns the indexed Actor pointer */
  	virtual const Actor*	getApexActor(uint32_t i) const = 0;
  
  	/** \brief Returns whether this object's xform should be ignored */
  	bool ignoreTransform() const
  	{
  		return (mFlags & (uint32_t)TRANSFORM) ? true : false;
  	}
  	/** \brief Returns whether this object should be ignored by raycasts */
  	bool ignoreRaycasts() const
  	{
  		return (mFlags & (uint32_t)RAYCASTS) ? true : false;
  	}
  	/** \brief Returns whether this object should be ignored by contact report callbacks */
  	bool ignoreContacts() const
  	{
  		return (mFlags & (uint32_t)CONTACTS) ? true : false;
  	}
  	/** \brief Returns a user defined status bit */
  	bool getUserDefinedFlag(uint32_t index) const
  	{
  		return (mFlags & (uint32_t)(1 << index)) ? true : false;
  	}
  
  	/**
  	\brief User data, for use by APEX
  
  	For internal use by APEX.  Please do not modify this field.  You may use the PhysX object
  	userData or Actor userData field.
  	*/
  	void* 				userData;
  };
  
  // To get owning Actor's authorable object type name:
  //		getActor()->getOwner()->getAuthObjName();
  // To get owning Actor's authorable object type ID:
  //		getActor()->getOwner()->getAuthObjType();
  
  PX_POP_PACK
  
  }
  } // end namespace nvidia::apex
  
  #endif // PHYS_XOBJECT_DESC_H
  