/// CollisionType used to make more user friendly interface and hide math
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]pubenumCollisionType{/// The best for performance
#[default]
Sphere,/// Box collision. More heavy for GPU, if you can use sphere, I recommend to avoid using Box
Box,}implCollisionType{/// This function return number for collision type that will be used in shaders
pubfnsort_key(&self)->f32{matchself{CollisionType::Sphere =>0.8,CollisionType::Box =>0.2,}}}