Physics library for use in Specs, using cgmath and collision-rs.
```rust extern crate cgmath; extern crate rhusics; extern crate shrev; extern crate specs;
use cgmath::{Point2, Rad, Rotation2, Transform}; use shrev::EventChannel; use specs::{RunNow, World};
use rhusics::ecs::collide::prelude2d::{register_collision, BasicCollisionSystem2, BodyPose2, BroadBruteForce2, CollisionMode, CollisionShape2, CollisionStrategy, ContactEvent2, GJK2, Rectangle};
pub fn main() {
let mut world = World::new();
register_collision::
let mut reader_1 = world
.write_resource::<EventChannel<ContactEvent2<f32>>>()
.register_reader();
world
.create_entity()
.with(CollisionShape2::<f32, BodyPose2<f32>, ()>::new_simple(
CollisionStrategy::FullResolution,
CollisionMode::Discrete,
Rectangle::new(10., 10.).into(),
))
.with(BodyPose2::<f32>::one());
world
.create_entity()
.with(CollisionShape2::<f32, BodyPose2<f32>, ()>::new_simple(
CollisionStrategy::FullResolution,
CollisionMode::Discrete,
Rectangle::new(10., 10.).into(),
))
.with(BodyPose2::new(
Point2::new(3., 2.),
Rotation2::from_angle(Rad(0.)),
));
let mut system = BasicCollisionSystem2::<f32, BodyPose2<f32>, ()>::new()
.with_broad_phase(BroadBruteForce2::default())
.with_narrow_phase(GJK2::new());
system.run_now(&world.res);
println!(
"Contacts: {:?}",
world
.read_resource::<EventChannel<ContactEvent2<f32>>>()
.read(&mut reader_1)
.collect::<Vec<_>>()
);
} ```
specs::System
for collision
detection working on user supplied transform, and shape components.
Can optionally use broad and/or narrow phase detection.
Library supplies a transform implementation for convenience.specs::System
for spatial
sorting on user supplied transform, and shape components.