pub use collide3d::*;
pub use core::physics3d::*;
pub use physics::setup_dispatch_3d;
use cgmath::{Matrix3, Point3, Quaternion, Vector3};
use collision::primitive::Primitive3;
use collision::Aabb3;
use physics::{
ContactResolutionSystem, CurrentFrameUpdateSystem, DeltaTime, NextFrameSetupSystem,
PhysicalEntityParts,
};
pub type CurrentFrameUpdateSystem3<S, T> =
CurrentFrameUpdateSystem<Point3<S>, Quaternion<S>, Vector3<S>, T>;
pub type ContactResolutionSystem3<S, T> =
ContactResolutionSystem<Point3<S>, Quaternion<S>, Matrix3<S>, Vector3<S>, Vector3<S>, T>;
pub type NextFrameSetupSystem3<S, T> =
NextFrameSetupSystem<Point3<S>, Quaternion<S>, Matrix3<S>, Vector3<S>, T, DeltaTime<S>>;
pub type PhysicalEntityParts3<'a, S, T, Y> = PhysicalEntityParts<
'a,
Primitive3<S>,
Y,
Quaternion<S>,
Vector3<S>,
Vector3<S>,
Matrix3<S>,
Aabb3<S>,
T,
>;