Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Body/MotionQuality.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)1// SPDX-FileCopyrightText: 2021 Jorrit Rouwe2// SPDX-License-Identifier: MIT34#pragma once56JPH_NAMESPACE_BEGIN78/// Motion quality, or how well it detects collisions when it has a high velocity9enum class EMotionQuality : uint810{11/// Update the body in discrete steps. Body will tunnel through thin objects if its velocity is high enough.12/// This is the cheapest way of simulating a body.13Discrete,1415/// Update the body using linear casting. When stepping the body, its collision shape is cast from16/// start to destination using the starting rotation. The body will not be able to tunnel through thin17/// objects at high velocity, but tunneling is still possible if the body is long and thin and has high18/// angular velocity. Time is stolen from the object (which means it will move up to the first collision19/// and will not bounce off the surface until the next integration step). This will make the body appear20/// to go slower when it collides with high velocity. In order to not get stuck, the body is always21/// allowed to move by a fraction of it's inner radius, which may eventually lead it to pass through geometry.22///23/// Note that if you're using a collision listener, you can receive contact added/persisted notifications of contacts24/// that may in the end not happen. This happens between bodies that are using casting: If bodies A and B collide at t125/// 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 contact26/// point added callback between A and B (which will be removed the next frame).27LinearCast,28};2930JPH_NAMESPACE_END313233