hkpCollidableQualityType.h
上传用户:yisoukefu
上传日期:2020-08-09
资源大小:39506k
文件大小:3k
源码类别:
其他游戏
开发平台:
Visual C++
- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK_COLLIDE2_COLLIDABLE_QUALITY_TYPE_H
- #define HK_COLLIDE2_COLLIDABLE_QUALITY_TYPE_H
- /// This type is used to specify the quality type for collidables (used by hkpRigidBody)
- /// This is mainly used to identify objects, which require the more expensive
- /// continuous simulation (compared to the faster, Havok2 style discrete) simulation.
- /// See the continuous simulation user guide, of the hkpCollisionDispatcher for more details
- enum hkpCollidableQualityType
- {
- /// Invalid or unassinged type. If you add a hkpRigidBody to the hkpWorld,
- /// this type automatically gets converted to either
- /// HK_COLLIDABLE_QUALITY_FIXED, HK_COLLIDABLE_QUALITY_KEYFRAMED or HK_COLLIDABLE_QUALITY_DEBRIS
- HK_COLLIDABLE_QUALITY_INVALID = -1,
- /// Use this for fixed bodies.
- HK_COLLIDABLE_QUALITY_FIXED = 0,
- /// Use this for moving objects with infinite mass.
- HK_COLLIDABLE_QUALITY_KEYFRAMED,
- /// Use this for all your debris objects
- HK_COLLIDABLE_QUALITY_DEBRIS,
- /// Use this for debris objects that should have simplified Toi collisions with fixed/landscape objects.
- HK_COLLIDABLE_QUALITY_DEBRIS_SIMPLE_TOI,
- /// Use this for moving bodies, which should not leave the world,
- /// but you rather prefer those objects to tunnel through the world than
- /// dropping frames because the engine
- HK_COLLIDABLE_QUALITY_MOVING,
- /// Use this for all objects, which you cannot afford to tunnel through
- /// the world at all
- HK_COLLIDABLE_QUALITY_CRITICAL,
- /// Use this for very fast objects
- HK_COLLIDABLE_QUALITY_BULLET,
- /// For user. If you want to use this, you have to modify hkpCollisionDispatcher::initCollisionQualityInfo()
- HK_COLLIDABLE_QUALITY_USER,
- /// Use this for rigid body character controllers
- HK_COLLIDABLE_QUALITY_CHARACTER,
- /// Use this for moving objects with infinite mass which should report contact points and Toi-collisions against all other bodies, including other fixed and keyframed bodies.
- ///
- /// Note that only non-Toi contact points are reported in collisions against debris-quality objects.
- HK_COLLIDABLE_QUALITY_KEYFRAMED_REPORTING,
- /// End of this list
- HK_COLLIDABLE_QUALITY_MAX
- };
- #endif // HK_COLLIDE2_COLLIDABLE_QUALITY_TYPE_H
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */