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//! Type wrappers and convenience functions for 2D collision detection pub use collision::algorithm::minkowski::GJK2; pub use collision::primitive::{Circle, ConvexPolygon, Particle2, Rectangle}; use cgmath::{Basis2, Point2}; use collision::Aabb2; use collision::algorithm::broad_phase::BruteForce; use collision::primitive::Primitive2; use BodyPose; use collide::*; /// Collision shape for 2D, see [CollisionShape](../collide/struct.CollisionShape.html) for more /// information /// /// ### Type parameters: /// /// - `S`: Scalar type (f32 or f64) /// - `T`: Transform /// - `Y`: Collider type, see `Collider` for more information pub type CollisionShape2<S, T, Y = ()> = CollisionShape<Primitive2<S>, T, Aabb2<S>, Y>; /// Broad phase brute force algorithm for 2D, see /// [BruteForce](../collide/broad/struct.BruteForce.html) for more information. pub type BroadBruteForce2 = BruteForce; /// Broad phase sweep and prune algorithm /// /// ### Type parameters: /// /// - `S`: Scalar type (f32 or f64) pub type SweepAndPrune2<S> = ::collision::algorithm::broad_phase::SweepAndPrune2<S, Aabb2<S>>; /// Body pose transform for 2D, see [BodyPose](../struct.BodyPose.html) for more information. /// /// ### Type parameters: /// /// - `S`: Scalar type (f32 or f64) pub type BodyPose2<S> = BodyPose<Point2<S>, Basis2<S>>;