5 unstable releases
Uses new Rust 2024
| 0.3.1 | Mar 22, 2026 |
|---|---|
| 0.3.0 | Mar 21, 2026 |
| 0.2.0 | Mar 20, 2026 |
| 0.1.1 | Mar 15, 2026 |
| 0.1.0 | May 25, 2021 |
#2651 in Algorithms
Used in 3 crates
23KB
256 lines
Sphere collider implementation for the collide crate.
A sphere is the simplest collider: just a center point and a radius. Collision detection reduces to a single distance check, making it the most efficient collider type.
When using a CollisionManager with only spheres, you get a dedicated
layer with optimal performance — no unnecessary branching or memory
overhead compared to more general collider types like capsules or convex shapes.
Enable the ray feature to get Collider<Ray<V>> for Sphere<V>.
Collide: Sphere
Sphere collider for the collide ecosystem. Dimension-generic (2D/3D/N-D).
The simplest and most efficient collider type: center + radius. Collision detection is a single distance check. Use dedicated sphere-only collision layers for optimal performance compared to more general types like capsules or convex shapes.
Usage
use collide::Collider;
use collide_sphere::Sphere;
let a = Sphere::new(center_a, 1.0);
let b = Sphere::new(center_b, 1.5);
if a.check_collision(&b) {
let info = a.collision_info(&b).unwrap();
}
Features
ray— enablesCollider<Ray>for ray intersection support
Dependencies
~605KB
~13K SLoC