collisionCheckType Enumeration

The accuracy type used during collision detection.
Members
 
  Member name Description
Accurate Computes a collision detection by using Geometrical intersections. The most accurate but slower approach. Suggested if you need to find precise intersection for curved entities. Advised against animation and frequently translated entities.
OB Oriented Bounding check type- Computes a collision detection by using OrientedBoundingRect (for CollisionDetection2D) or OrientedBoundingBox (for CollisionDetection) intersection. The most approximated accuracy, the faster.
OBWithSubdivisionTree Computes a collision detection by using a combination of OBR/OBB and triangles/segments QuadTree/Octree subdivision intersections. Same accuracy of SubdivisionTree method, but faster during collision computation for deep Block\BlockReference gerarchy (it could be slower during computation of QuadTree\Octree and OBR\OBB data). Suggested for deep Block\BlockReferences hierarchy containing leaves entities with a complex/dense tessellation.
SubdivisionTree Computes a collision detection by using intersection among QuadTree(for 2D) or Octree(for 3D) subdivision. More accurate than OB Accuracy, but slower during collision computation if the entities collection are transformed BlockReferences. Usefull for entities with complex but balanced tessellation.

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