/* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */
/*  »Project«   Teikitu Gaming System (TgS) (∂)
    »File«      TgS Set.h
    »Author«    Andrew Aye (EMail: mailto:andrew.aye@gmail.com, Web: http://www.andrewaye.com)
    »Version«   4.51 / »GUID« A9981407-3EC9-42AF-8B6F-8BE6DD919615                                                                                                        */
/*   -------------------------------------------------------------------------------------------------------------------------------------------------------------------- */
/*  Copyright: © 2002-2017, Andrew Aye.  All Rights Reserved.
    This software is free for non-commercial use.  Redistribution and use in source and binary forms, with or without modification, are permitted provided that the
      following conditions are met:
        Redistribution of source code must retain this copyright notice, this list of conditions and the following disclaimers.
        Redistribution in binary form must reproduce this copyright notice, this list of conditions and the following disclaimers in the documentation and other materials
          provided with the distribution.
    The name of the author may not be used to endorse or promote products derived from this software without specific prior written permission.
    The intellectual property rights of the algorithms used reside with Andrew Aye.
    You may not use this software, in whole or in part, in support of any commercial product without the express written consent of the author.
    There is no warranty or other guarantee of fitness of this software for any purpose. It is provided solely "as is".                                                   */
/* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= */
#if !defined(_TGS_SET_H_)
#define _TGS_SET_H_
#pragma once

#if !defined(_TGS_PLATFORM_SET_H_)
#error This file should not be included directly - use the correct platform include wrapper

#include "TgS SET/TgS Set - Constants.h"
#include "TgS SET/TgS Set - Type.h"

/* == Set =============================================================================================================================================================== */

/* -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. */
/*  Module Functions                                                                                                                                                      */
/* -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. */

TgEXTN TgRESULT                             tgSE_Init_Module( TgVOID ); /* #TODO: Implement */
TgEXTN TgRESULT                             tgSE_Boot_Module( TgVOID ); /* #TODO: Implement */
TgEXTN TgVOID                               tgSE_Stop_Module( TgVOID ); /* #TODO: Implement */
TgEXTN TgVOID                               tgSE_Free_Module( TgVOID ); /* #TODO: Implement */
TgEXTN TgRESULT                             tgSE_Update_Module( C_TgFLOAT32 );  /* #TODO: Implement */ /* Client Only */

TgEXTN TgRESULT                             tgSE_Load_Config( TgVOID ); /* #TODO: Implement */
TgEXTN TgRESULT                             tgSE_Save_Config( TgVOID ); /* #TODO: Implement */

TgEXTN TgBOOL                               tgSE_Query_Init( TgVOID ); /* #TODO: Implement */
TgEXTN TgBOOL                               tgSE_Query_Boot( TgVOID ); /* #TODO: Implement */
TgEXTN TgSIZE                               tgSE_Query_Fixed_Memory( TgVOID ); /* #TODO: Implement */

/* -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. */
/*  Set Functions                                                                                                                                                         */
/* -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. */

/* This will push a collision query packet through the set.  This is the preferable method normally as it will allow the system to perform scene graph logic to restrict  */
/* the number of actual queries that need to be processed by the packet. The exception would be if the query is meant to be restricted to a small set of actors.  In that */
/* case hand-rolling your own logic to collect and then test just those objects would be faster due to the ability to ignore all rigid geometry, and the likelihood that  */
/* a simple LRU could exploit frame coherence. */

TgEXTN TgVOID                               tgSE_Init_Request( PCU_STg2_SE_CO_Request_F32_04 ); /* #TODO: Implement */
TgEXTN TgRESULT                             tgSE_Collide( PCU_STg2_SE_CO_Request_F32_04, C_ETgSE_CHANNEL ); /* #TODO: Implement */

/* ====================================================================================================================================================================== */