MotionQuality.h 1.6 KB

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