/**
 * Kind of a rigid body. Determines how the body participates in the simulation:
 *  - {@link BodyKind.Static }: never moves. Has infinite mass. Ideal for level geometry.
 *      Stored in the static broadphase tree.
 *  - {@link BodyKind.Dynamic }: integrated under forces, gravity and contact impulses. The
 *      common case for game-play objects.
 *  - {@link BodyKind.KinematicVelocity }: driven externally by velocity. Pushes Dynamic
 *      bodies but is not pushed back. Mass effectively infinite for the solver.
 *  - {@link BodyKind.KinematicPosition }: driven externally by direct pose writes. Velocity
 *      is derived by the system from the per-step delta so dynamic neighbours respond
 *      correctly.
 *
 * These are plain enum ordinals compared by identity (`=== BodyKind.Dynamic`),
 * NOT a bitmask: Static is 0 (can't participate in a mask) and the values are
 * not bit-distinct (KinematicPosition 3 === Dynamic 1 | KinematicVelocity 2).
 */
export type BodyKind = number;
export namespace BodyKind {
    let Static: number;
    let Dynamic: number;
    let KinematicVelocity: number;
    let KinematicPosition: number;
}
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