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#ifndef PX_PHYSICS_EXTENSIONS_DEFAULTSIMULATIONFILTERSHADER_H
#define PX_PHYSICS_EXTENSIONS_DEFAULTSIMULATIONFILTERSHADER_H
/** \addtogroup extensions
  @{
*/

#include "PxPhysX.h"

#include "PxFiltering.h"
#include "PxRigidActor.h"

#ifndef PX_DOXYGEN
namespace physx
{
#endif

/**
\brief 64-bit mask used for collision filtering.

The collision filtering equation for 2 shapes S0 and S1 is:

<pre> (G0 op0 K0) op2 (G1 op1 K1) == b </pre>

with

<ul>
<li> G0 = PxGroupsMask for shape S0. See PxSetGroupsMask </li>
<li> G1 = PxGroupsMask for shape S1. See PxSetGroupsMask </li>
<li> K0 = filtering constant 0. See PxSetFilterConstants </li>
<li> K1 = filtering constant 1. See PxSetFilterConstants </li>
<li> b = filtering boolean. See PxSetFilterBool </li>
<li> op0, op1, op2 = filtering operations. See PxSetFilterOps </li>
</ul>

If the filtering equation is true, collision detection is enabled.

@see PxSetFilterOps()
*/
class PxGroupsMask
{
public:
	PX_INLINE	PxGroupsMask():bits0(0),bits1(0),bits2(0),bits3(0) {}
	PX_INLINE	~PxGroupsMask() {}
	
	PxU16		bits0, bits1, bits2, bits3;
};

/**
\brief Collision filtering operations.

@see PxGroupsMask
*/
struct PxFilterOp
{
	enum Enum
	{
		PX_FILTEROP_AND,
		PX_FILTEROP_OR,
		PX_FILTEROP_XOR,
		PX_FILTEROP_NAND,
		PX_FILTEROP_NOR,
		PX_FILTEROP_NXOR,
		//UBISOFT : FILTERING
		PX_FILTEROP_SWAP_AND
	};
};

/**
\brief Implementation of a simple filter shader that emulates PhysX 2.8.x filtering

This shader provides the following logic:
\li If one of the two filter objects is a trigger, the pair is acccepted and #PxPairFlag::eTRIGGER_DEFAULT will be used for trigger reports
\li Else, if the filter mask logic (see further below) discards the pair it will be suppressed (#PxFilterFlag::eSUPPRESS)
\li Else, the pair gets accepted and collision response gets enabled (#PxPairFlag::eCONTACT_DEFAULT)

Filter mask logic:
Given the two #PxFilterData structures fd0 and fd1 of two collision objects, the pair passes the filter if the following
conditions are met:

	1) Collision groups of the pair are enabled
	2) Collision filtering equation is satisfied

@see PxSimulationFilterShader
*/

PxFilterFlags PxDefaultSimulationFilterShader(
	PxFilterObjectAttributes attributes0,
	PxFilterData filterData0, 
	PxFilterObjectAttributes attributes1,
	PxFilterData filterData1,
	PxPairFlags& pairFlags,
	const void* constantBlock,
	PxU32 constantBlockSize);

/**
	\brief Determines if collision detection is performed between a pair of groups

	\note Collision group is an integer between 0 and 31.

	\param[in] group1 First Group
	\param[in] group2 Second Group

	\return True if the groups could collide

	@see PxSetGroupCollisionFlag
*/
bool PxGetGroupCollisionFlag(const PxU16 group1, const PxU16 group2);

/**
	\brief Specifies if collision should be performed by a pair of shape groups

	\note Collision group is an integer between 0 and 31.

	\param[in] group1 First Group
	\param[in] group2 Second Group
	\param[in] enable True to enable collision between the groups

	@see PxGetGroupCollisionFlag
*/
void PxSetGroupCollisionFlag(const PxU16 group1, const PxU16 group2, const bool enable);

/**
	\brief Retrieves the value set with PxSetGroup()

	\note Collision group is an integer between 0 and 31.

	\param[in] actor Rigid body actor

	\return The collision group this actor belongs to

	@see PxSetGroup
*/
PxU16 PxGetGroup(const PxRigidActor& actor);

/**
	\brief Sets which collision group this actor is part of

	\note Collision group is an integer between 0 and 31.

	\param[in] actor Rigid body actor
	\param[in] collisionGroup Collision group this actor belongs to

	@see PxGetGroup
*/
void PxSetGroup(const PxRigidActor& actor, const PxU16 collisionGroup);

/**
\brief Retrieves filtering operation. See comments for PxGroupsMask

\param[out] op0 First filter operator.
\param[out] op1 Second filter operator.
\param[out] op2 Third filter operator.

\return the filter operations requested

@see PxSetFilterOps PxSetFilterBool PxSetFilterConstants
*/
void PxGetFilterOps(PxFilterOp::Enum& op0, PxFilterOp::Enum& op1, PxFilterOp::Enum& op2);

/**
\brief Setups filtering operations. See comments for PxGroupsMask

\param[in] op0 Filter op 0.
\param[in] op1 Filter op 1.
\param[in] op2 Filter op 2.

@see PxSetFilterBool PxSetFilterConstants
*/
void PxSetFilterOps(const PxFilterOp::Enum& op0, const PxFilterOp::Enum& op1, const PxFilterOp::Enum& op2);

/**
\brief Retrieves filtering's boolean value. See comments for PxGroupsMask

\return flag Boolean value for filter.

@see PxSetFilterBool PxSetFilterConstants
*/
bool PxGetFilterBool();

/**
\brief Setups filtering's boolean value. See comments for PxGroupsMask

\param[in] enable Boolean value for filter.

@see PxSetFilterOps PxSsetFilterConstants
*/
void PxSetFilterBool(const bool enable);

/**
\brief Gets filtering constant K0 and K1. See comments for PxGroupsMask

\return the filtering constants, as a mask. See #PxGroupsMask.

@see PxSetFilterOps PxSetFilterBool PxSetFilterConstants
*/
void PxGetFilterConstants(PxGroupsMask& c0, PxGroupsMask& c1);

/**
\brief Setups filtering's K0 and K1 value. See comments for PxGroupsMask

\param[in] c0 The new group mask. See #PxGroupsMask.
\param[in] c1 The new group mask. See #PxGroupsMask.

@see PxSetFilterOps PxSetFilterBool PxGetFilterConstants
*/
void PxSetFilterConstants(const PxGroupsMask& c0, const PxGroupsMask& c1);

/**
\brief Gets 64-bit mask used for collision filtering. See comments for PxGroupsMask

\param[in] actor Rigid body actor

\return The group mask for the shape.

@see PxSetGroupsMask()
*/
PxGroupsMask PxGetGroupsMask(const PxRigidActor& actor);

/**
\brief Sets 64-bit mask used for collision filtering. See comments for PxGroupsMask

\param[in] actor Rigid body actor
\param[in] mask The group mask to set for the shape.

@see PxGetGroupsMask()
*/
void PxSetGroupsMask(const PxRigidActor& actor, const PxGroupsMask& mask);

#ifndef PX_DOXYGEN
} // namespace physx
#endif

/** @} */
#endif
