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@dimforge/rapier2d

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2-dimensional physics engine in Rust - official JS bindings.

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import { Vector } from "../math"; import { RawShapeContact } from "../raw"; /** * The contact info between two shapes. */ export declare class ShapeContact { /** * Distance between the two contact points. * If this is negative, this contact represents a penetration. */ distance: number; /** * Position of the contact on the first shape. */ point1: Vector; /** * Position of the contact on the second shape. */ point2: Vector; /** * Contact normal, pointing towards the exterior of the first shape. */ normal1: Vector; /** * Contact normal, pointing towards the exterior of the second shape. * If these contact data are expressed in world-space, this normal is equal to -normal1. */ normal2: Vector; constructor(dist: number, point1: Vector, point2: Vector, normal1: Vector, normal2: Vector); /** * @param raw - The raw contact returned by the WASM query. It is freed by this method. * @param target - If provided, this object is populated and returned instead of * allocating a new one. */ static fromBuffer(raw: RawShapeContact, target?: ShapeContact): ShapeContact; }