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/*! ncollide ======== **ncollide** is a 2 and 3-dimensional collision detection library written with the rust programming language. As its name suggests, it is generic wrt the dimension: it works with both 2-dimensional and 3-dimensional shapes. It might work with higher dimensions (never tried). The official user guide is available [here](http://ncollide.org). The rustdoc documentation is available [here](http://ncollide.org/rustdoc/ncollide). ## Compilation You will need the last stable build of the [rust compiler](http://www.rust-lang.org) and the official package manager: [cargo](https://github.com/rust-lang/cargo). Simply add the following to your `Cargo.toml` file: ```.ignore [dependencies] ncollide = "0.13" ``` ## Features - dynamic bounding volume tree based broad phase - ball vs. ball collision detection, - plane vs. any convex object collision detection. - collision detection between arbitrary convex objects - compound shapes - ray-casting - time of impact computation for objects without rotational movement (compound vs. compound is not yet implemented) And various traits for collision detectors and broad phase collision detection. */ #![deny(non_camel_case_types)] #![deny(unused_parens)] #![deny(non_upper_case_globals)] #![deny(unused_qualifications)] #![deny(missing_docs)] #![deny(unused_results)] #![warn(unused_imports)] #![allow(missing_copy_implementations)] #![doc(html_root_url = "http://ncollide.org/rustdoc")] pub extern crate ncollide_geometry; pub extern crate ncollide_math; pub extern crate ncollide_pipeline; pub extern crate ncollide_procedural; pub extern crate ncollide_transformation; pub extern crate ncollide_utils; pub use ncollide_math as math; pub use ncollide_utils as utils; pub use ncollide_geometry::{bounding_volume, partitioning, query, shape}; pub use ncollide_pipeline::{broad_phase, events, narrow_phase, world}; pub use ncollide_procedural as procedural; pub use ncollide_transformation as transformation;