What Are the Differences between Smoke Collision Types? What are the technical differences between Rigid, Static, and Animated smoke collision types?



In the Documentation, it says that:


  Smoke can collide with mesh objects, using the 'Collision' option in
  smoke. Currently only static collision objects are supported.


However, the other collision types are obviously doing something. If they are all simply acting the same, why is there currently an option to use the other types, and what will the differences be once the other types are implemented?



In reply to dukejib's answer,

Animated

I scaled the domain, so the smoke cannot go around the animated brick on the Y axis to make the effects of the brick passing through more obvious:



Here is the same test baked with different collision types:

Animated:



Rigid:



Static:



All are identical as far as I can tell.

Rigid

The same seems to be true with the rigid body test:

Rigid:



Animated:



Static:





Input from a developer or someone who can look at the code to see if these collision types really are the same would be nice. ;)
This is my theory:

"Static" means a non-animated, non-moving object

"Rigid" means a non-animated, (possibly) moving object

"Animated" means an animated (shape keys, armatures, etc.), (possibly) moving object.

Tests won't resolve the issue, since, as the original question points out, they're currently all the same. 

Here's my theory: I've heard talk about using volumetrics in the game engine.  When that happens, the interactions between static, rigid, and animated objects is going to be essential - it would be a waste to calculate everything if you weren't having the smoke interact with animated objects, for instance.  My theory is that they are currently "the same" because it does not matter outside of the game engine - it doesn't have to be specified, and resources are not delegated real-time as they are in the game engine.  But in the game engine, you DO need to label an object as static, rigid, or animated - and that goes for smoke as well.  Essentially, the technical difference between all of the above would be the same for any other object in the game engine - a necessary setting that tells physics how to interact with it to optimize resources.