31 lines
1.6 KiB

#pragma once
// Layer that objects can be in, determines which other objects it can collide with
// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more
// layers if you want. E.g. you could have a layer for high detail collision (which is not used by the physics simulation
// but only if you do collision testing).
namespace Layers
inline constexpr uint8 NON_MOVING_WORLD = 0;
inline constexpr uint8 NON_MOVING_OBJECT = 1;
inline constexpr uint8 MOVING = 2;
inline constexpr uint8 NO_COLLIDE = 3; // Disables collisions with everything, including the world.
inline constexpr uint8 DEBRIS = 4; // Disables collisions with everything except the world
inline constexpr uint8 NUM_LAYERS = 5;
// Each broadphase layer results in a separate bounding volume tree in the broad phase. You at least want to have
// a layer for non-moving and moving objects to avoid having to update a tree full of static objects every frame.
// You can have a 1-on-1 mapping between object layers and broadphase layers (like in this case) but if you have
// many object layers you'll be creating many broad phase trees, which is not efficient. If you want to fine tune
// your broadphase layers define JPH_TRACK_BROADPHASE_STATS and look at the stats reported on the TTY.
namespace BroadPhaseLayers
inline constexpr JPH::BroadPhaseLayer NON_MOVING_WORLD( 0 );
inline constexpr JPH::BroadPhaseLayer NON_MOVING_OBJECT( 1 );
inline constexpr JPH::BroadPhaseLayer MOVING( 2 );
inline constexpr JPH::BroadPhaseLayer NO_COLLIDE( 3 );
inline constexpr JPH::BroadPhaseLayer DEBRIS( 4 );