MotionQuality.h 1.6 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #pragma once
  4. JPH_NAMESPACE_BEGIN
  5. /// Motion quality, or how well it detects collisions when it has a high velocity
  6. enum class EMotionQuality : uint8
  7. {
  8. /// Update the body in discrete steps. Body will tunnel throuh thin objects if its velocity is high enough.
  9. /// This is the cheapest way of simulating a body.
  10. Discrete,
  11. /// Update the body using linear casting. When stepping the body, its collision shape is cast from
  12. /// start to destination using the starting rotation. The body will not be able to tunnel through thin
  13. /// objects at high velocity, but tunneling is still possible if the body is long and thin and has high
  14. /// angular velocity. Time is stolen from the object (which means it will move up to the first collision
  15. /// and will not bounce off the surface until the next integration step). This will make the body appear
  16. /// to go slower when it collides with high velocity. In order to not get stuck, the body is always
  17. /// allowed to move by a fraction of it's inner radius, which may eventually lead it to pass through geometry.
  18. ///
  19. /// Note that if you're using a collision listener, you can receive contact added/persisted notifications of contacts
  20. /// that may in the end not happen. This happens between bodies that are using casting: If bodies A and B collide at t1
  21. /// 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
  22. /// point added callback between A and B (which will be removed the next frame).
  23. LinearCast,
  24. };
  25. JPH_NAMESPACE_END