# Getting started

use c2::{prelude::*, AABB, Circle, Capsule, Poly, Transformation, Rotation};
use std::f32::consts::PI;

fn main() {
let circle = Circle::new([0.0, 0.0], 15.0);
let aabb = AABB::new([10.0, 5.0], [20.0, 30.0]);

let collided = circle.collides_with(&aabb);
assert!(collided);

let capsule = Capsule::new([5.0, 5.0], [15.0, 10.0], 1.0);

let poly = Poly::from_slice(&[
[-1.0, -3.0],
[1.0, -3.0],
[1.0, 0.0],
[0.0, 1.0],
[-1.0, 0.0],
]);

let collided = capsule.collides_with(&poly);
assert!(!collided);

let transformation =

let collided = circle.collides_with(&(poly, transformation));
assert!(collided);
let manifold = circle.manifold(&poly);
/*
The manifold is used for resolving collisions and has the following methods:
manifold.count() -> i32
manifold.depths() -> [f32; 2]
manifold.contact_points() -> [Vec2; 2]
manifold.normal() -> Vec2
*/

let gjk_response = poly.gjk(&circle).run();
/*
The result of the GJK algorithm:
gjk_response.distance() -> f32
gjk_response.closest_points() -> (Vec2, Vec2)
*/
}

Check out the library this builds on top of for additional documentation. Please note the section entitled NUMERIC ROBUSTNESS.

## Modules

 prelude

## Structs

 AABB Rectangle with a min vector and a max vector Capsule A capsule with a line segment and a radius Circle A circle with a point and a radius GjkResponse The result of the GJK function GjkRunner A builder for running the GJK algorithm Manifold Contains the data necessary for collision resolution Poly A polygon with up to 8 sides Ray A Ray struct for casting a ray RayCast The result of the ray casting operations Rotation Rotation, an angle ToiRunner A builder for finding the time of impact for two shapes Transformation For transforming the position and rotation of polygons Vec2 A 2d vector

## Enums

 Type The type of the shape

## Type Definitions

 GjkCache