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#ifndef PX_VISUALIZATION_PARAMETER_H
#define PX_VISUALIZATION_PARAMETER_H

#include "foundation/PxPreprocessor.h"


#if !PX_DOXYGEN
namespace physx
{
#endif

/*
NOTE: Parameters should NOT be conditionally compiled out. Even if a particular feature is not available.
Otherwise the parameter values get shifted about and the numeric values change per platform. This causes problems
when trying to serialize parameters.

New parameters should also be added to the end of the list for this reason. Also make sure to update 
eNUM_VALUES, which should be one higher than the maximum value in the enum.
*/

/**
\brief Debug visualization parameters.

#PxVisualizationParameter::eSCALE is the master switch for enabling visualization, please read the corresponding documentation
for further details.

\see PxScene.setVisualizationParameter() PxScene.getVisualizationParameter() PxScene.getRenderBuffer()
*/
struct PxVisualizationParameter
{
	enum Enum
	{
	/* RigidBody-related parameters  */

		/**
		\brief This overall visualization scale gets multiplied with the individual scales. Setting to zero ignores all visualizations. Default is 0.

		The below settings permit the debug visualization of various simulation properties. 
		The setting is either zero, in which case the property is not drawn. Otherwise it is a scaling factor
		that determines the size of the visualization widgets.

		Only objects for which visualization is turned on using setFlag(eVISUALIZATION) are visualized (see #PxActorFlag::eVISUALIZATION, #PxShapeFlag::eVISUALIZATION, ...).
		Default is 0.

		Notes:
		- to see any visualization, you have to set PxVisualizationParameter::eSCALE to nonzero first.
		- the scale factor has been introduced because it's difficult (if not impossible) to come up with a
		good scale for 3D vectors. Normals are normalized and their length is always 1. But it doesn't mean
		we should render a line of length 1. Depending on your objects/scene, this might be completely invisible
		or extremely huge. That's why the scale factor is here, to let you tune the length until it's ok in
		your scene.
		- however, things like collision shapes aren't ambiguous. They are clearly defined for example by the
		triangles & polygons themselves, and there's no point in scaling that. So the visualization widgets
		are only scaled when it makes sense.

		<b>Range:</b> [0, PX_MAX_F32)<br>
		<b>Default:</b> 0
		*/
		eSCALE,

		/**
		\brief Visualize the world axes.
		*/
		eWORLD_AXES,
		
	/* Body visualizations */

		/**
		\brief Visualize a bodies axes.

		\see PxActor.globalPose PxActor
		*/
		eBODY_AXES,
		
		/**
		\brief Visualize a body's mass axes.

		This visualization is also useful for visualizing the sleep state of bodies. Sleeping bodies are drawn in
		black, while awake bodies are drawn in white. If the body is sleeping and part of a sleeping group, it is
		drawn in red.

		\see PxBodyDesc.massLocalPose PxActor
		*/
		eBODY_MASS_AXES,
		
		/**
		\brief Visualize the bodies linear velocity.

		\see PxBodyDesc.linearVelocity PxActor
		*/
		eBODY_LIN_VELOCITY,
		
		/**
		\brief Visualize the bodies angular velocity.

		\see PxBodyDesc.angularVelocity PxActor
		*/
		eBODY_ANG_VELOCITY,

	/* Contact visualisations */

		/**
		\brief  Visualize contact points. Will enable contact information.
		*/
		eCONTACT_POINT,
		
		/**
		\brief Visualize contact normals. Will enable contact information.
		*/
		eCONTACT_NORMAL,
		
		/**
		\brief  Visualize contact errors. Will enable contact information.
		*/
		eCONTACT_ERROR,
		
		/**
		\brief Visualize Contact impulses. Will enable contact information.
		*/
		eCONTACT_IMPULSE,

		/**
		\brief Visualize Contact forces. Will enable contact information.
		\deprecated Use eCONTACT_IMPULSE instead.
		*/
		eCONTACT_FORCE PX_DEPRECATED = eCONTACT_IMPULSE,

		/**
		\brief  Visualize friction points. Will enable contact information.
		*/
		eFRICTION_POINT,

		/**
		\brief Visualize friction normals. Will enable contact information.
		*/
		eFRICTION_NORMAL,

		/**
		\brief Visualize friction impulses. Will enable contact information.
		*/
		eFRICTION_IMPULSE,

		/**
		\brief Visualize actor axes.

		\see PxRigidStatic PxRigidDynamic PxArticulationLink
		*/
		eACTOR_AXES,

		/**
		\brief Visualize bounds (AABBs in world space)
		*/
		eCOLLISION_AABBS,
		
		/**
		\brief Shape visualization

		\see PxShape
		*/
		eCOLLISION_SHAPES,
		
		/**
		\brief Shape axis visualization

		\see PxShape
		*/
		eCOLLISION_AXES,

		/**
		\brief Compound visualization (compound AABBs in world space)
		*/
		eCOLLISION_COMPOUNDS,

		/**
		\brief Mesh & convex face normals

		\see PxTriangleMesh PxConvexMesh
		*/
		eCOLLISION_FNORMALS,
		
		/**
		\brief Active edges for meshes

		\see PxTriangleMesh
		*/
		eCOLLISION_EDGES,

		/**
		\brief Static pruning structures
		*/
		eCOLLISION_STATIC,

		/**
		\brief Dynamic pruning structures
		*/
		eCOLLISION_DYNAMIC,

		/**
		\brief Joint local axes
		*/
		eJOINT_LOCAL_FRAMES,

		/** 
		\brief Joint limits
		*/
		eJOINT_LIMITS,
	
		/**
		\brief Visualize culling box
		*/
		eCULL_BOX,

		/**
		\brief MBP regions
		*/
		eMBP_REGIONS,

		/**
		\brief Renders the simulation mesh instead of the collision mesh (only available for tetmeshes)
		
		Deformable visualization is currently not supported.
		*/
		eSIMULATION_MESH,

		/**
		\brief Renders the SDF of a mesh instead of the collision mesh (only available for triangle meshes with SDFs)
		*/
		eSDF,

		/**
		\brief This is not a parameter, it just records the current number of parameters (as maximum(PxVisualizationParameter)+1) for use in loops.
		*/
		eNUM_VALUES,

		eFORCE_DWORD = 0x7fffffff
	};
};

#if !PX_DOXYGEN
} // namespace physx
#endif

#endif
