//! Persistent collision detection algorithms to compute contact points. use na::{Isometry2, Isometry3, Point2, Point3}; pub use self::narrow_phase::{ContactPairs, Contacts, NarrowPhase, ProximityPairs}; pub use self::default_narrow_phase::DefaultNarrowPhase; #[doc(inline)] pub use self::contact_generator::{BallBallContactGenerator, CompositeShapeShapeContactGenerator, ContactAlgorithm, ContactDispatcher, ContactGenerator, DefaultContactDispatcher, IncrementalContactManifoldGenerator, OneShotContactManifoldGenerator, PlaneSupportMapContactGenerator, ShapeCompositeShapeContactGenerator, SupportMapPlaneContactGenerator, SupportMapSupportMapContactGenerator}; #[doc(inline)] pub use self::proximity_detector::{BallBallProximityDetector, CompositeShapeShapeProximityDetector, DefaultProximityDispatcher, PlaneSupportMapProximityDetector, ProximityAlgorithm, ProximityDetector, ProximityDispatcher, ShapeCompositeShapeProximityDetector, SupportMapPlaneProximityDetector, SupportMapSupportMapProximityDetector}; #[doc(hidden)] pub mod contact_generator; #[doc(hidden)] pub mod proximity_detector; #[doc(hidden)] pub mod narrow_phase; mod default_narrow_phase; /// Trait-object for 2-dimensional contact generation. pub type ContactAlgorithm2 = ContactAlgorithm, Isometry2>; /// Trait-object for 3-dimensional contact generation. pub type ContactAlgorithm3 = ContactAlgorithm, Isometry3>;