// 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