*/
enum HitResponse
{
- /// don't move the object
+ // Dynamic collision responses
+
+ /// Call collision() but do no collision handling
ABORT_MOVE = 0,
/// move object out of collision and check for collisions again
- /// if this happens to often then the move will just be aborted
+ /// if this happens too often then the move will just be aborted
+ /// (normal physics)
CONTINUE,
- /// do the move ignoring the collision
- FORCE_MOVE,
- /// passes movement to collided object
- PASS_MOVEMENT,
-
- /// the object should not appear solid
- PASSTHROUGH,
- /// the object should appear solid
- SOLID
+ /// Treat object as kinematic, with infinite inertia/mass
+ /// pushing other (CONTINUE) objects out of the way
+ FORCE_MOVE
};
/**
bool crush;
Vector slope_normal;
-
-private:
- CollisionHit(const CollisionHit&);
};
#endif