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hkQualityType

Bethesda Havok, based on hkpCollidableQualityType. Describes the priority and quality of collisions for a body,
e.g. you may expect critical game play objects to have solid high-priority collisions so that they never sink into ground,
or may allow penetrations for visual debris objects.
Notes:
- Fixed and keyframed objects cannot interact with each other.
- Debris can interpenetrate but still responds to Bullet hits.
- Critical objects are forced to not interpenetrate.
- Moving objects can interpenetrate slightly with other Moving or Debris objects but nothing else.

Choices

Number Name Description
0 MO_QUAL_INVALID Automatically assigned to MO_QUAL_FIXED, MO_QUAL_KEYFRAMED or MO_QUAL_DEBRIS
1 MO_QUAL_FIXED Static body.
2 MO_QUAL_KEYFRAMED Animated body with infinite mass.
3 MO_QUAL_DEBRIS Low importance bodies adding visual detail.
4 MO_QUAL_MOVING Moving bodies which should not penetrate or leave the world, but can.
5 MO_QUAL_CRITICAL Gameplay critical bodies which cannot penetrate or leave the world under any circumstance.
6 MO_QUAL_BULLET Fast-moving bodies, such as projectiles.
7 MO_QUAL_USER For user.
8 MO_QUAL_CHARACTER For use with rigid body character controllers.
9 MO_QUAL_KEYFRAMED_REPORT Moving bodies with infinite mass which should report contact points and TOI collisions against all other bodies.

Storage Type

byte

Found In