2D and 3D collision detection library
… for the Rust programming language.
Complex shapes
Geometric queries for collision detection available for 2D and 3D shapes with various levels of complexity: from simple spheres to arbitrary triangle meshes and unions of convex shapes. |
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Bounding volumes
Bound complex shapes with simpler ones like AABB and bounding spheres. Perform approximate geometric queries efficiently to avoid useless exact computations. |
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Ray casting
Compute intersections between a ray and any shape. |
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Point projection
Test a point for containment, compute distances to a point, or project it on any shape. |
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Contact points
Find the closest points between objects in close proximity. If they are penetrating, the minimal translational distance can be obtained as well! |
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Time-of-impact
Compute the time it would take for two moving shapes to start being in contact. |
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Smallest distance
Compute the global minimal distance between two shapes. |
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Spacial partitioning
Efficient data structures to perform geometric queries efficiently on hundreds of objects. |
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Collision detection pipeline
A complete and efficient collision detection pipeline including a broad phase and a narrow phase. Featuring real-time contacts generation, proximity events, ray-casting, and more, for scenes with hundreds of objects. |
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Mesh generation
Generate triangle meshes from smooth objects, compute their convex hull, or decompose them approximately into their convex components. |
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nphysics − a 2D and 3D physics engine
available on crates.io as the nphysics2d
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crates. It completely relies on ncollide for contact points computation
and proximity detection. It has at least one example per collision detection
algorithm provided by ncollide.
nrays − a toy ray tracer in Rust. Obviously, it is used to stress-test the ray-casting capabilities of ncollide. Most 3d illustrations of this guide have been rendered by nrays.