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@dimforge/rapier2d

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

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import { Collider } from "./collider"; import { Vector } from "../math"; /** * The intersection between a ray and a collider. */ export declare class ShapeCastHit { /** * The time of impact of the two shapes. */ time_of_impact: number; /** * The local-space contact point on the first shape, at * the time of impact. */ witness1: Vector; /** * The local-space contact point on the second shape, at * the time of impact. */ witness2: Vector; /** * The local-space normal on the first shape, at * the time of impact. */ normal1: Vector; /** * The local-space normal on the second shape, at * the time of impact. */ normal2: Vector; constructor(time_of_impact: number, witness1: Vector, witness2: Vector, normal1: Vector, normal2: Vector); static fromBuffer(collider: Collider, buffer: Float32Array, target?: ShapeCastHit): ShapeCastHit; } /** * The intersection between a ray and a collider. */ export declare class ColliderShapeCastHit extends ShapeCastHit { /** * The handle of the collider hit by the ray. */ collider: Collider; constructor(collider: Collider, time_of_impact: number, witness1: Vector, witness2: Vector, normal1: Vector, normal2: Vector); static fromBuffer(collider: Collider, buffer: Float32Array, target?: ColliderShapeCastHit): ColliderShapeCastHit; }