*/
enum HitResponse
{
- ABORT_MOVE, // don't move the object
- FORCE_MOVE, // do the move ignoring the collision
- CONTINUE // move object out of collision and check for collisions again
- // if this happens to often then the move will just be aborted
+ // note: keep the elements in this order
+
+ /// don't move the object
+ 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
+ CONTINUE,
+ /// do the move ignoring the collision
+ FORCE_MOVE
};
/**
public:
/// penetration depth
float depth;
- // The normal of the side we collided with
+ /// time of the collision (between 0 and 1 in relation to movement)
+ float time;
+ /// The normal of the side we collided with
Vector normal;
};