#ifndef __CONFIGURE_H__
#define __CONFIGURE_H__

const float fScaleTiny = 0.0015255206f;	// scale Tiny 

#if 1
#define USE_TINY_FOR_PLAYER	1
const float fTargetYOffsetPlayer = 0.7f;	// player Y-offset for line-of-sight test 
const float fCollRadiusPlayer = 0.15f;  // the collision radius used to represent the player 
const float fCollYOffsetPlayer = 0.20f; // push the coll sphere this high off the ground 

#endif
#if 0
#define USE_TINY_FOR_PLAYER	0
const LPCWSTR szPlayerModel = L"ball.x";
const float fTargetYOffsetPlayer = 0.4f;	// player Y-offset for line-of-sight test 
const float fCollRadiusPlayer = 0.20f;  // the collision radius used to represent the player 
const float fCollYOffsetPlayer = 0.20f; // push the coll sphere this high off the ground 

#endif
#if 0
#define USE_TINY_FOR_PLAYER	0
const LPCWSTR szPlayerModel = L"tiger.x";
const float fTargetYOffsetPlayer = 0.4f;	// player Y-offset for line-of-sight test 
const float fCollRadiusPlayer = 0.20f;  // the collision radius used to represent the player 
const float fCollYOffsetPlayer = 0.20f; // push the coll sphere this high off the ground 

#endif

#if 0
#define USE_TINY_FOR_NPC	1
const float fCollRadiusNPC = 0.20f;		// the collision radius used to represent the NPC 

#endif
#if 1
#define USE_TINY_FOR_NPC	0
const LPCWSTR szNPCModel = L"ball.x";
const float fCollRadiusNPC = 0.20f;		// the collision radius used to represent the NPC 

#endif
#if 0
#define USE_TINY_FOR_NPC	0
const LPCWSTR szNPCModel = L"tiger.x";
const float fCollRadiusNPC = 0.30f;		// the collision radius used to represent the NPC 

#endif

// Set VISUALIZEPLAYERCOLL to 1 to see the collision primitive for the player 
#define VISUALIZEPLAYERCOLL 0

// Set VISUALIZEWORLDCOLL to 1 to see the collision data for the level 
#define VISUALIZEWORLDCOLL  0

// Configures the number of NPCs 
const int cNPC = 1;


#endif//__CONFIGURE_H__
