collision-rs
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A collision extension to cgmath
A simple conversion with some tests --- This change is [](https://reviewable.io/reviews/rustgd/collision-rs/136)
This change is [](https://reviewable.io/reviews/rustgd/collision-rs/118)
I need to test if an AABB3 intersects **OR** contains a Line3, so I wrote [this patch](https://github.com/eadf/collision-rs/tree/intersection_line_aabb) ```rust /// Tests if the AABB contains OR intersects a line. fn intersects(&self,...
Using collision crate 0.20.1 I just started integrating this crate into my game engine for accelerating collision detection, and I noticed that building the initial tree seems to be taking...
The main changes are in src/algorithm/minkowski/gjk/mod.rs and src/algorithm/minkowski/gjk/simplex/simplex2d.rs. Everything else is the result of running `cargo fmt`. This addresses issue #115. --- This change is [](https://reviewable.io/reviews/rustgd/collision-rs/116)
If we define a rectangle and a complex polygon along with their transforms as such: ```rust macro_rules! vec_points { ($($points:tt),*) => { vec![$(Point2::new $points),*] }; } let r = Rectangle::new(0.75,...
Following test is always leading to infinite loop on my machine. Something with ```max_iterations```in ```intersection_time_of_impact``` went wrong I guess? ``` #[test()] fn gjk_infinite_loop() { use cgmath::*; use collision::primitive::{Circle, Primitive2, Rectangle};...
`query_ray` and `query_ray_closest` completely omit a cuboid, but correctly find a plane when compiled on release. When compiled on debug, they both find the cuboid and the plane.
These are needed for creating the GJK collision detector.