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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- JPH_NAMESPACE_BEGIN
- /// Motion quality, or how well it detects collisions when it has a high velocity
- enum class EMotionQuality : uint8
- {
- /// Update the body in discrete steps. Body will tunnel throuh thin objects if its velocity is high enough.
- /// This is the cheapest way of simulating a body.
- Discrete,
- /// Update the body using linear casting. When stepping the body, its collision shape is cast from
- /// start to destination using the starting rotation. The body will not be able to tunnel through thin
- /// objects at high velocity, but tunneling is still possible if the body is long and thin and has high
- /// angular velocity. Time is stolen from the object (which means it will move up to the first collision
- /// and will not bounce off the surface until the next integration step). This will make the body appear
- /// to go slower when it collides with high velocity. In order to not get stuck, the body is always
- /// allowed to move by a fraction of it's inner radius, which may eventually lead it to pass through geometry.
- ///
- /// Note that if you're using a collision listener, you can receive contact added/persisted notifications of contacts
- /// that may in the end not happen. This happens between bodies that are using casting: If bodies A and B collide at t1
- /// and B and C collide at t2 where t2 < t1 and A and C don't collide. In this case you may receive an incorrect contact
- /// point added callback between A and B (which will be removed the next frame).
- LinearCast,
- };
- JPH_NAMESPACE_END
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