lib/geometry/src/root.zig

daab053ee43316e1809a84551d573ddd1e5bf3d2

 1 //! Collision geometry over f32: primitive shapes, closest points,
 2 //! intersection and sweep queries, indexed triangle meshes, and a static
 3 //! bounding volume hierarchy, with no allocation after a tree is built.
 4 const bvh = @import("bvh.zig");
 5 const mesh = @import("mesh.zig");
 6 const primitive = @import("primitive.zig");
 7 
 8 pub const closest = @import("closest.zig");
 9 pub const intersect = @import("intersect.zig");
10 pub const sweep = @import("sweep.zig");
11 pub const tolerance = @import("tolerance.zig");
12 
13 pub const Ray = primitive.Ray;
14 pub const Segment = primitive.Segment;
15 pub const Sphere = primitive.Sphere;
16 pub const Capsule = primitive.Capsule;
17 pub const Aabb = primitive.Aabb;
18 pub const Obb = primitive.Obb;
19 pub const Triangle = primitive.Triangle;
20 pub const Plane = primitive.Plane;
21 
22 pub const Mesh = mesh.Mesh;
23 pub const RayHit = mesh.RayHit;
24 pub const SweepHit = mesh.SweepHit;
25 pub const Overlap = mesh.Overlap;
26 pub const max_triangles = mesh.max_triangles;
27 
28 pub const Bvh = bvh.Bvh;
29 pub const Node = bvh.Node;
30 pub const Storage = bvh.Storage;
31 pub const FixedStorage = bvh.FixedStorage;
32 pub const Stats = bvh.Stats;
33 pub const Error = bvh.Error;
34 pub const leaf_capacity = bvh.leaf_capacity;
35 pub const depth_limit = bvh.depth_limit;