Add ActiveCollisionTypes to easily enable collision-detection between two non-static rigid-body.
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@@ -54,23 +54,23 @@ pub type BodyStatus = RigidBodyType;
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/// The status of a body, governing the way it is affected by external forces.
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pub enum RigidBodyType {
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/// A `RigidBodyType::Dynamic` body can be affected by all external forces.
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Dynamic,
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Dynamic = 0,
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/// A `RigidBodyType::Static` body cannot be affected by external forces.
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Static,
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Static = 1,
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/// A `RigidBodyType::KinematicPositionBased` body cannot be affected by any external forces but can be controlled
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/// by the user at the position level while keeping realistic one-way interaction with dynamic bodies.
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///
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/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
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/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
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/// modified by the user and is independent from any contact or joint it is involved in.
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KinematicPositionBased,
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KinematicPositionBased = 2,
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/// A `RigidBodyType::KinematicVelocityBased` body cannot be affected by any external forces but can be controlled
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/// by the user at the velocity level while keeping realistic one-way interaction with dynamic bodies.
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///
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/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
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/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
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/// modified by the user and is independent from any contact or joint it is involved in.
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KinematicVelocityBased,
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KinematicVelocityBased = 3,
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// Semikinematic, // A kinematic that performs automatic CCD with the static environment to avoid traversing it?
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// Disabled,
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}
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