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pub use collide2d::*;
pub use core::physics2d::*;
pub use physics::setup_dispatch_2d;
use cgmath::{Basis2, Point2, Vector2};
use collision::primitive::Primitive2;
use collision::Aabb2;
use physics::{
ContactResolutionSystem, CurrentFrameUpdateSystem, DeltaTime, NextFrameSetupSystem,
PhysicalEntityParts,
};
pub type CurrentFrameUpdateSystem2<S, T> = CurrentFrameUpdateSystem<Point2<S>, Basis2<S>, S, T>;
pub type ContactResolutionSystem2<S, T> = ContactResolutionSystem<Point2<S>, Basis2<S>, S, S, S, T>;
pub type NextFrameSetupSystem2<S, T> =
NextFrameSetupSystem<Point2<S>, Basis2<S>, S, S, T, DeltaTime<S>>;
pub type PhysicalEntityParts2<'a, S, T, Y> =
PhysicalEntityParts<'a, Primitive2<S>, Y, Basis2<S>, Vector2<S>, S, S, Aabb2<S>, T>;