godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Body/MotionQuality.h

32 lines
1.6 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// 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 through 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