# packages/core/src/features/physics/2d-geometry.ts
This is the source snapshot used to build these API details. [View this revision on GitHub](https://github.com/benlesh/pibbl/blob/272a94aaf62e0bd6ad8726a4c607a76a9ec44ca1/packages/core/src/features/physics/2d-geometry.ts#L157).

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<pre class="api-source"><code><span id="L1"><a href="#L1" aria-label="Line 1">1</a> import type { boundsOfShape2D, massProperties2D, transformShape2D } from './lib/2d/shapes.js';</span>
<span id="L2"><a href="#L2" aria-label="Line 2">2</a> import type { findAabbMatch2D, raycastClosest2D } from './2d.js';</span>
<span id="L3"><a href="#L3" aria-label="Line 3">3</a> import type { raycastShape2D, shapeCastAgainstShape2D } from './lib/2d/collision/casts.js';</span>
<span id="L4"><a href="#L4" aria-label="Line 4">4</a> import type { PibblPhysicsCollisionEvent2D, PibblPhysicsQueryHit2D } from './lib/2d/types.js';</span>
<span id="L5"><a href="#L5" aria-label="Line 5">5</a> import type { PibblPhysicsContactInspection2D } from './lib/2d/inspection-types.js';</span>
<span id="L6"><a href="#L6" aria-label="Line 6">6</a> /**</span>
<span id="L7"><a href="#L7" aria-label="Line 7">7</a>  * An x/y pair in the 2D physics coordinate system.</span>
<span id="L8"><a href="#L8" aria-label="Line 8">8</a>  *</span>
<span id="L9"><a href="#L9" aria-label="Line 9">9</a>  * @see {@link PibblPhysicsPose2D}</span>
<span id="L10"><a href="#L10" aria-label="Line 10">10</a>  * @see {@link PibblPhysicsAabb2D}</span>
<span id="L11"><a href="#L11" aria-label="Line 11">11</a>  * @see {@link PibblPhysicsRay2D}</span>
<span id="L12"><a href="#L12" aria-label="Line 12">12</a>  */</span>
<span id="L13"><a href="#L13" aria-label="Line 13">13</a> export type PibblPhysicsVector2 = readonly [x: number, y: number];</span>
<span id="L14"><a href="#L14" aria-label="Line 14">14</a> </span>
<span id="L15"><a href="#L15" aria-label="Line 15">15</a> /**</span>
<span id="L16"><a href="#L16" aria-label="Line 16">16</a>  * Position and rotation in degrees for a 2D shape or body.</span>
<span id="L17"><a href="#L17" aria-label="Line 17">17</a>  *</span>
<span id="L18"><a href="#L18" aria-label="Line 18">18</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L19"><a href="#L19" aria-label="Line 19">19</a>  * @see {@link PibblPhysicsTransform2D}</span>
<span id="L20"><a href="#L20" aria-label="Line 20">20</a>  * @see {@link containsPoint2D}</span>
<span id="L21"><a href="#L21" aria-label="Line 21">21</a>  */</span>
<span id="L22"><a href="#L22" aria-label="Line 22">22</a> export interface PibblPhysicsPose2D {</span>
<span id="L23"><a href="#L23" aria-label="Line 23">23</a>   /** Position of the geometry, source, or selected resize handle. See {@link PibblPhysicsVector2}. */</span>
<span id="L24"><a href="#L24" aria-label="Line 24">24</a>   readonly position: PibblPhysicsVector2;</span>
<span id="L25"><a href="#L25" aria-label="Line 25">25</a>   /** Rotation in degrees. See {@link PibblPhysicsPose2D}. */</span>
<span id="L26"><a href="#L26" aria-label="Line 26">26</a>   readonly rotationDegrees: number;</span>
<span id="L27"><a href="#L27" aria-label="Line 27">27</a> }</span>
<span id="L28"><a href="#L28" aria-label="Line 28">28</a> </span>
<span id="L29"><a href="#L29" aria-label="Line 29">29</a> /**</span>
<span id="L30"><a href="#L30" aria-label="Line 30">30</a>  * A rigid 2D transform expressed as position and rotation in degrees.</span>
<span id="L31"><a href="#L31" aria-label="Line 31">31</a>  *</span>
<span id="L32"><a href="#L32" aria-label="Line 32">32</a>  * @see {@link PibblPhysicsPose2D}</span>
<span id="L33"><a href="#L33" aria-label="Line 33">33</a>  * @see {@link transformShape2D}</span>
<span id="L34"><a href="#L34" aria-label="Line 34">34</a>  */</span>
<span id="L35"><a href="#L35" aria-label="Line 35">35</a> export type PibblPhysicsTransform2D = PibblPhysicsPose2D;</span>
<span id="L36"><a href="#L36" aria-label="Line 36">36</a> </span>
<span id="L37"><a href="#L37" aria-label="Line 37">37</a> /**</span>
<span id="L38"><a href="#L38" aria-label="Line 38">38</a>  * Axis-aligned bounds expressed as minimum and maximum coordinates.</span>
<span id="L39"><a href="#L39" aria-label="Line 39">39</a>  *</span>
<span id="L40"><a href="#L40" aria-label="Line 40">40</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L41"><a href="#L41" aria-label="Line 41">41</a>  * @see {@link boundsOfShape2D}</span>
<span id="L42"><a href="#L42" aria-label="Line 42">42</a>  * @see {@link findAabbMatch2D}</span>
<span id="L43"><a href="#L43" aria-label="Line 43">43</a>  */</span>
<span id="L44"><a href="#L44" aria-label="Line 44">44</a> export interface PibblPhysicsAabb2D {</span>
<span id="L45"><a href="#L45" aria-label="Line 45">45</a>   /** Lower bound of the coordinate or sampling interval. See {@link PibblPhysicsVector2}. */</span>
<span id="L46"><a href="#L46" aria-label="Line 46">46</a>   readonly min: PibblPhysicsVector2;</span>
<span id="L47"><a href="#L47" aria-label="Line 47">47</a>   /** Upper bound of the coordinate or sampling interval. See {@link PibblPhysicsVector2}. */</span>
<span id="L48"><a href="#L48" aria-label="Line 48">48</a>   readonly max: PibblPhysicsVector2;</span>
<span id="L49"><a href="#L49" aria-label="Line 49">49</a> }</span>
<span id="L50"><a href="#L50" aria-label="Line 50">50</a> </span>
<span id="L51"><a href="#L51" aria-label="Line 51">51</a> /**</span>
<span id="L52"><a href="#L52" aria-label="Line 52">52</a>  * Origin, direction, and maximum travel distance of a 2D query ray.</span>
<span id="L53"><a href="#L53" aria-label="Line 53">53</a>  *</span>
<span id="L54"><a href="#L54" aria-label="Line 54">54</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L55"><a href="#L55" aria-label="Line 55">55</a>  * @see {@link raycastShape2D}</span>
<span id="L56"><a href="#L56" aria-label="Line 56">56</a>  * @see {@link raycastClosest2D}</span>
<span id="L57"><a href="#L57" aria-label="Line 57">57</a>  */</span>
<span id="L58"><a href="#L58" aria-label="Line 58">58</a> export interface PibblPhysicsRay2D {</span>
<span id="L59"><a href="#L59" aria-label="Line 59">59</a>   /** Origin of the transform or geometric query. See {@link PibblPhysicsVector2}. */</span>
<span id="L60"><a href="#L60" aria-label="Line 60">60</a>   readonly origin: PibblPhysicsVector2;</span>
<span id="L61"><a href="#L61" aria-label="Line 61">61</a>   /** Direction in which this operation proceeds. See {@link PibblPhysicsVector2}. */</span>
<span id="L62"><a href="#L62" aria-label="Line 62">62</a>   readonly direction: PibblPhysicsVector2;</span>
<span id="L63"><a href="#L63" aria-label="Line 63">63</a>   /** Maximum distance accepted by the query. See {@link PibblPhysicsRay2D}. */</span>
<span id="L64"><a href="#L64" aria-label="Line 64">64</a>   readonly maxDistance: number;</span>
<span id="L65"><a href="#L65" aria-label="Line 65">65</a> }</span>
<span id="L66"><a href="#L66" aria-label="Line 66">66</a> </span>
<span id="L67"><a href="#L67" aria-label="Line 67">67</a> declare const physicsShape2DBrand: unique symbol;</span>
<span id="L68"><a href="#L68" aria-label="Line 68">68</a> /**</span>
<span id="L69"><a href="#L69" aria-label="Line 69">69</a>  * An immutable branded shape created by the public 2D geometry constructors.</span>
<span id="L70"><a href="#L70" aria-label="Line 70">70</a>  *</span>
<span id="L71"><a href="#L71" aria-label="Line 71">71</a>  * @see {@link containsPoint2D}</span>
<span id="L72"><a href="#L72" aria-label="Line 72">72</a>  * @see {@link distanceBetweenShapes2D}</span>
<span id="L73"><a href="#L73" aria-label="Line 73">73</a>  * @see {@link overlapShapes2D}</span>
<span id="L74"><a href="#L74" aria-label="Line 74">74</a>  */</span>
<span id="L75"><a href="#L75" aria-label="Line 75">75</a> export interface PibblPhysicsShape2D {</span>
<span id="L76"><a href="#L76" aria-label="Line 76">76</a>   readonly [physicsShape2DBrand]: true;</span>
<span id="L77"><a href="#L77" aria-label="Line 77">77</a> }</span>
<span id="L78"><a href="#L78" aria-label="Line 78">78</a> </span>
<span id="L79"><a href="#L79" aria-label="Line 79">79</a> /**</span>
<span id="L80"><a href="#L80" aria-label="Line 80">80</a>  * Area, centroid, mass, and rotational inertia derived from a shape and density.</span>
<span id="L81"><a href="#L81" aria-label="Line 81">81</a>  *</span>
<span id="L82"><a href="#L82" aria-label="Line 82">82</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L83"><a href="#L83" aria-label="Line 83">83</a>  * @see {@link massProperties2D}</span>
<span id="L84"><a href="#L84" aria-label="Line 84">84</a>  */</span>
<span id="L85"><a href="#L85" aria-label="Line 85">85</a> export interface PibblPhysicsMassProperties2D {</span>
<span id="L86"><a href="#L86" aria-label="Line 86">86</a>   /** Area enclosed by the shape. See {@link PibblPhysicsMassProperties2D}. */</span>
<span id="L87"><a href="#L87" aria-label="Line 87">87</a>   readonly area: number;</span>
<span id="L88"><a href="#L88" aria-label="Line 88">88</a>   /** Area-weighted center of the shape. See {@link PibblPhysicsVector2}. */</span>
<span id="L89"><a href="#L89" aria-label="Line 89">89</a>   readonly centroid: PibblPhysicsVector2;</span>
<span id="L90"><a href="#L90" aria-label="Line 90">90</a>   /** Mass used by the spring or physics calculation. See {@link PibblPhysicsMassProperties2D}. */</span>
<span id="L91"><a href="#L91" aria-label="Line 91">91</a>   readonly mass: number;</span>
<span id="L92"><a href="#L92" aria-label="Line 92">92</a>   /** Moment of inertia about the shape's center of mass. See {@link PibblPhysicsMassProperties2D}. */</span>
<span id="L93"><a href="#L93" aria-label="Line 93">93</a>   readonly rotationalInertia: number;</span>
<span id="L94"><a href="#L94" aria-label="Line 94">94</a> }</span>
<span id="L95"><a href="#L95" aria-label="Line 95">95</a> </span>
<span id="L96"><a href="#L96" aria-label="Line 96">96</a> /**</span>
<span id="L97"><a href="#L97" aria-label="Line 97">97</a>  * Signed separation, witness points, and normal between two posed shapes.</span>
<span id="L98"><a href="#L98" aria-label="Line 98">98</a>  *</span>
<span id="L99"><a href="#L99" aria-label="Line 99">99</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L100"><a href="#L100" aria-label="Line 100">100</a>  * @see {@link distanceBetweenShapes2D}</span>
<span id="L101"><a href="#L101" aria-label="Line 101">101</a>  */</span>
<span id="L102"><a href="#L102" aria-label="Line 102">102</a> export interface PibblPhysicsDistance2D {</span>
<span id="L103"><a href="#L103" aria-label="Line 103">103</a>   /** Signed distance between the witness points. See {@link PibblPhysicsDistance2D}. */</span>
<span id="L104"><a href="#L104" aria-label="Line 104">104</a>   readonly separation: number;</span>
<span id="L105"><a href="#L105" aria-label="Line 105">105</a>   /** Witness point on the first shape. See {@link PibblPhysicsVector2}. */</span>
<span id="L106"><a href="#L106" aria-label="Line 106">106</a>   readonly pointOnFirst: PibblPhysicsVector2;</span>
<span id="L107"><a href="#L107" aria-label="Line 107">107</a>   /** Witness point on the second shape. See {@link PibblPhysicsVector2}. */</span>
<span id="L108"><a href="#L108" aria-label="Line 108">108</a>   readonly pointOnSecond: PibblPhysicsVector2;</span>
<span id="L109"><a href="#L109" aria-label="Line 109">109</a>   /** Direction from the second shape toward the first. */</span>
<span id="L110"><a href="#L110" aria-label="Line 110">110</a>   readonly normal: PibblPhysicsVector2;</span>
<span id="L111"><a href="#L111" aria-label="Line 111">111</a> }</span>
<span id="L112"><a href="#L112" aria-label="Line 112">112</a> </span>
<span id="L113"><a href="#L113" aria-label="Line 113">113</a> /**</span>
<span id="L114"><a href="#L114" aria-label="Line 114">114</a>  * A pair of contact witness points and their signed separation.</span>
<span id="L115"><a href="#L115" aria-label="Line 115">115</a>  *</span>
<span id="L116"><a href="#L116" aria-label="Line 116">116</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L117"><a href="#L117" aria-label="Line 117">117</a>  * @see {@link PibblPhysicsShapeContact2D}</span>
<span id="L118"><a href="#L118" aria-label="Line 118">118</a>  * @see {@link PibblPhysicsCollisionEvent2D}</span>
<span id="L119"><a href="#L119" aria-label="Line 119">119</a>  * @see {@link PibblPhysicsContactInspection2D}</span>
<span id="L120"><a href="#L120" aria-label="Line 120">120</a>  */</span>
<span id="L121"><a href="#L121" aria-label="Line 121">121</a> export interface PibblPhysicsContactPoint2D {</span>
<span id="L122"><a href="#L122" aria-label="Line 122">122</a>   /** Witness point on the first shape. See {@link PibblPhysicsVector2}. */</span>
<span id="L123"><a href="#L123" aria-label="Line 123">123</a>   readonly pointOnFirst: PibblPhysicsVector2;</span>
<span id="L124"><a href="#L124" aria-label="Line 124">124</a>   /** Witness point on the second shape. See {@link PibblPhysicsVector2}. */</span>
<span id="L125"><a href="#L125" aria-label="Line 125">125</a>   readonly pointOnSecond: PibblPhysicsVector2;</span>
<span id="L126"><a href="#L126" aria-label="Line 126">126</a>   /** Signed distance between the witness points. See {@link PibblPhysicsContactPoint2D}. */</span>
<span id="L127"><a href="#L127" aria-label="Line 127">127</a>   readonly separation: number;</span>
<span id="L128"><a href="#L128" aria-label="Line 128">128</a> }</span>
<span id="L129"><a href="#L129" aria-label="Line 129">129</a> </span>
<span id="L130"><a href="#L130" aria-label="Line 130">130</a> /**</span>
<span id="L131"><a href="#L131" aria-label="Line 131">131</a>  * Contact normal and witness-point pairs for two overlapping or touching shapes.</span>
<span id="L132"><a href="#L132" aria-label="Line 132">132</a>  *</span>
<span id="L133"><a href="#L133" aria-label="Line 133">133</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L134"><a href="#L134" aria-label="Line 134">134</a>  * @see {@link PibblPhysicsContactPoint2D}</span>
<span id="L135"><a href="#L135" aria-label="Line 135">135</a>  * @see {@link contactBetweenShapes2D}</span>
<span id="L136"><a href="#L136" aria-label="Line 136">136</a>  */</span>
<span id="L137"><a href="#L137" aria-label="Line 137">137</a> export interface PibblPhysicsShapeContact2D {</span>
<span id="L138"><a href="#L138" aria-label="Line 138">138</a>   /** Direction from the second shape toward the first. */</span>
<span id="L139"><a href="#L139" aria-label="Line 139">139</a>   readonly normal: PibblPhysicsVector2;</span>
<span id="L140"><a href="#L140" aria-label="Line 140">140</a>   /**</span>
<span id="L141"><a href="#L141" aria-label="Line 141">141</a>    * Points defining the geometry or reported by the contact query. See</span>
<span id="L142"><a href="#L142" aria-label="Line 142">142</a>    * {@link PibblPhysicsContactPoint2D}.</span>
<span id="L143"><a href="#L143" aria-label="Line 143">143</a>    */</span>
<span id="L144"><a href="#L144" aria-label="Line 144">144</a>   readonly points: readonly PibblPhysicsContactPoint2D[];</span>
<span id="L145"><a href="#L145" aria-label="Line 145">145</a> }</span>
<span id="L146"><a href="#L146" aria-label="Line 146">146</a> </span>
<span id="L147"><a href="#L147" aria-label="Line 147">147</a> /**</span>
<span id="L148"><a href="#L148" aria-label="Line 148">148</a>  * Point, normal, distance, and time of impact returned by a geometry cast.</span>
<span id="L149"><a href="#L149" aria-label="Line 149">149</a>  *</span>
<span id="L150"><a href="#L150" aria-label="Line 150">150</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L151"><a href="#L151" aria-label="Line 151">151</a>  * @see {@link raycastShape2D}</span>
<span id="L152"><a href="#L152" aria-label="Line 152">152</a>  * @see {@link shapeCastAgainstShape2D}</span>
<span id="L153"><a href="#L153" aria-label="Line 153">153</a>  * @see {@link PibblPhysicsQueryHit2D}</span>
<span id="L154"><a href="#L154" aria-label="Line 154">154</a>  */</span>
<span id="L155"><a href="#L155" aria-label="Line 155">155</a> export interface PibblPhysicsShapeHit2D {</span>
<span id="L156"><a href="#L156" aria-label="Line 156">156</a>   /** A point in the operation's coordinate system. See {@link PibblPhysicsVector2}. */</span>
<span id="L157"><a href="#L157" aria-label="Line 157">157</a>   readonly point: PibblPhysicsVector2;</span>
<span id="L158"><a href="#L158" aria-label="Line 158">158</a>   /** Contact or surface normal returned by this query. See {@link PibblPhysicsVector2}. */</span>
<span id="L159"><a href="#L159" aria-label="Line 159">159</a>   readonly normal: PibblPhysicsVector2;</span>
<span id="L160"><a href="#L160" aria-label="Line 160">160</a>   /**</span>
<span id="L161"><a href="#L161" aria-label="Line 161">161</a>    * Distance measured in this query or guide's coordinate system. See {@link PibblPhysicsShapeHit2D}</span>
<span id="L162"><a href="#L162" aria-label="Line 162">162</a>    * .</span>
<span id="L163"><a href="#L163" aria-label="Line 163">163</a>    */</span>
<span id="L164"><a href="#L164" aria-label="Line 164">164</a>   readonly distance: number;</span>
<span id="L165"><a href="#L165" aria-label="Line 165">165</a>   /** Position along the cast at which contact first occurs. See {@link PibblPhysicsShapeHit2D}. */</span>
<span id="L166"><a href="#L166" aria-label="Line 166">166</a>   readonly timeOfImpact: number;</span>
<span id="L167"><a href="#L167" aria-label="Line 167">167</a> }</span>
<span id="L168"><a href="#L168" aria-label="Line 168">168</a> </span>
<span id="L169"><a href="#L169" aria-label="Line 169">169</a> export {</span>
<span id="L170"><a href="#L170" aria-label="Line 170">170</a>   arcShape2D,</span>
<span id="L171"><a href="#L171" aria-label="Line 171">171</a>   boundsOfShape2D,</span>
<span id="L172"><a href="#L172" aria-label="Line 172">172</a>   boxShape2D,</span>
<span id="L173"><a href="#L173" aria-label="Line 173">173</a>   capsuleShape2D,</span>
<span id="L174"><a href="#L174" aria-label="Line 174">174</a>   chainShape2D,</span>
<span id="L175"><a href="#L175" aria-label="Line 175">175</a>   circleShape2D,</span>
<span id="L176"><a href="#L176" aria-label="Line 176">176</a>   ellipseShape2D,</span>
<span id="L177"><a href="#L177" aria-label="Line 177">177</a>   massProperties2D,</span>
<span id="L178"><a href="#L178" aria-label="Line 178">178</a>   polygonShape2D,</span>
<span id="L179"><a href="#L179" aria-label="Line 179">179</a>   roundedBoxShape2D,</span>
<span id="L180"><a href="#L180" aria-label="Line 180">180</a>   segmentShape2D,</span>
<span id="L181"><a href="#L181" aria-label="Line 181">181</a>   transformShape2D,</span>
<span id="L182"><a href="#L182" aria-label="Line 182">182</a>   wedgeShape2D,</span>
<span id="L183"><a href="#L183" aria-label="Line 183">183</a> } from './lib/2d/shapes.js';</span>
<span id="L184"><a href="#L184" aria-label="Line 184">184</a> </span>
<span id="L185"><a href="#L185" aria-label="Line 185">185</a> import {</span>
<span id="L186"><a href="#L186" aria-label="Line 186">186</a>   contactBetweenPreparedShapes2D,</span>
<span id="L187"><a href="#L187" aria-label="Line 187">187</a>   containsPointInShape2D,</span>
<span id="L188"><a href="#L188" aria-label="Line 188">188</a>   distanceBetweenPreparedShapes2D,</span>
<span id="L189"><a href="#L189" aria-label="Line 189">189</a>   overlapPreparedShapes2D,</span>
<span id="L190"><a href="#L190" aria-label="Line 190">190</a> } from './lib/2d/collision/pairs.js';</span>
<span id="L191"><a href="#L191" aria-label="Line 191">191</a> export {</span>
<span id="L192"><a href="#L192" aria-label="Line 192">192</a>   raycastShape2D,</span>
<span id="L193"><a href="#L193" aria-label="Line 193">193</a>   shapeCastAgainstShape2D,</span>
<span id="L194"><a href="#L194" aria-label="Line 194">194</a> } from './lib/2d/collision/casts.js';</span>
<span id="L195"><a href="#L195" aria-label="Line 195">195</a> </span>
<span id="L196"><a href="#L196" aria-label="Line 196">196</a> /**</span>
<span id="L197"><a href="#L197" aria-label="Line 197">197</a>  * Tests whether a point lies within a posed shape without creating a physics world.</span>
<span id="L198"><a href="#L198" aria-label="Line 198">198</a>  *</span>
<span id="L199"><a href="#L199" aria-label="Line 199">199</a>  * @param shape - Shape to test. See {@link PibblPhysicsShape2D}.</span>
<span id="L200"><a href="#L200" aria-label="Line 200">200</a>  * @param pose - Shape pose. See {@link PibblPhysicsPose2D}.</span>
<span id="L201"><a href="#L201" aria-label="Line 201">201</a>  * @param point - Point in the same coordinate space as the posed shape. See</span>
<span id="L202"><a href="#L202" aria-label="Line 202">202</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L203"><a href="#L203" aria-label="Line 203">203</a>  * @returns Whether the posed shape contains the point.</span>
<span id="L204"><a href="#L204" aria-label="Line 204">204</a>  *</span>
<span id="L205"><a href="#L205" aria-label="Line 205">205</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L206"><a href="#L206" aria-label="Line 206">206</a>  * @see {@link PibblPhysicsPose2D}</span>
<span id="L207"><a href="#L207" aria-label="Line 207">207</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L208"><a href="#L208" aria-label="Line 208">208</a>  */</span>
<span id="L209"><a href="#L209" aria-label="Line 209">209</a> export function containsPoint2D(</span>
<span id="L210"><a href="#L210" aria-label="Line 210">210</a>   shape: PibblPhysicsShape2D,</span>
<span id="L211"><a href="#L211" aria-label="Line 211">211</a>   pose: PibblPhysicsPose2D,</span>
<span id="L212"><a href="#L212" aria-label="Line 212">212</a>   point: PibblPhysicsVector2,</span>
<span id="L213"><a href="#L213" aria-label="Line 213">213</a> ): boolean {</span>
<span id="L214"><a href="#L214" aria-label="Line 214">214</a>   return containsPointInShape2D(shape, pose, point);</span>
<span id="L215"><a href="#L215" aria-label="Line 215">215</a> }</span>
<span id="L216"><a href="#L216" aria-label="Line 216">216</a> </span>
<span id="L217"><a href="#L217" aria-label="Line 217">217</a> /**</span>
<span id="L218"><a href="#L218" aria-label="Line 218">218</a>  * Computes signed separation and witness geometry between two posed shapes.</span>
<span id="L219"><a href="#L219" aria-label="Line 219">219</a>  *</span>
<span id="L220"><a href="#L220" aria-label="Line 220">220</a>  * @param first - First shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L221"><a href="#L221" aria-label="Line 221">221</a>  * @param firstPose - Pose of the first shape. See {@link PibblPhysicsPose2D}.</span>
<span id="L222"><a href="#L222" aria-label="Line 222">222</a>  * @param second - Second shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L223"><a href="#L223" aria-label="Line 223">223</a>  * @param secondPose - Pose of the second shape. See {@link PibblPhysicsPose2D}.</span>
<span id="L224"><a href="#L224" aria-label="Line 224">224</a>  * @returns Distance and closest-point information for the two posed shapes. See</span>
<span id="L225"><a href="#L225" aria-label="Line 225">225</a>  * {@link PibblPhysicsDistance2D} .</span>
<span id="L226"><a href="#L226" aria-label="Line 226">226</a>  *</span>
<span id="L227"><a href="#L227" aria-label="Line 227">227</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L228"><a href="#L228" aria-label="Line 228">228</a>  * @see {@link PibblPhysicsPose2D}</span>
<span id="L229"><a href="#L229" aria-label="Line 229">229</a>  * @see {@link PibblPhysicsDistance2D}</span>
<span id="L230"><a href="#L230" aria-label="Line 230">230</a>  */</span>
<span id="L231"><a href="#L231" aria-label="Line 231">231</a> export function distanceBetweenShapes2D(</span>
<span id="L232"><a href="#L232" aria-label="Line 232">232</a>   first: PibblPhysicsShape2D,</span>
<span id="L233"><a href="#L233" aria-label="Line 233">233</a>   firstPose: PibblPhysicsPose2D,</span>
<span id="L234"><a href="#L234" aria-label="Line 234">234</a>   second: PibblPhysicsShape2D,</span>
<span id="L235"><a href="#L235" aria-label="Line 235">235</a>   secondPose: PibblPhysicsPose2D,</span>
<span id="L236"><a href="#L236" aria-label="Line 236">236</a> ): PibblPhysicsDistance2D {</span>
<span id="L237"><a href="#L237" aria-label="Line 237">237</a>   return distanceBetweenPreparedShapes2D(first, firstPose, second, secondPose);</span>
<span id="L238"><a href="#L238" aria-label="Line 238">238</a> }</span>
<span id="L239"><a href="#L239" aria-label="Line 239">239</a> </span>
<span id="L240"><a href="#L240" aria-label="Line 240">240</a> /**</span>
<span id="L241"><a href="#L241" aria-label="Line 241">241</a>  * Tests whether two posed shapes overlap without creating a physics world.</span>
<span id="L242"><a href="#L242" aria-label="Line 242">242</a>  *</span>
<span id="L243"><a href="#L243" aria-label="Line 243">243</a>  * @param first - First shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L244"><a href="#L244" aria-label="Line 244">244</a>  * @param firstPose - Pose of the first shape. See {@link PibblPhysicsPose2D}.</span>
<span id="L245"><a href="#L245" aria-label="Line 245">245</a>  * @param second - Second shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L246"><a href="#L246" aria-label="Line 246">246</a>  * @param secondPose - Pose of the second shape. See {@link PibblPhysicsPose2D}.</span>
<span id="L247"><a href="#L247" aria-label="Line 247">247</a>  * @returns Whether the two posed shapes overlap.</span>
<span id="L248"><a href="#L248" aria-label="Line 248">248</a>  *</span>
<span id="L249"><a href="#L249" aria-label="Line 249">249</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L250"><a href="#L250" aria-label="Line 250">250</a>  * @see {@link PibblPhysicsPose2D}</span>
<span id="L251"><a href="#L251" aria-label="Line 251">251</a>  */</span>
<span id="L252"><a href="#L252" aria-label="Line 252">252</a> export function overlapShapes2D(</span>
<span id="L253"><a href="#L253" aria-label="Line 253">253</a>   first: PibblPhysicsShape2D,</span>
<span id="L254"><a href="#L254" aria-label="Line 254">254</a>   firstPose: PibblPhysicsPose2D,</span>
<span id="L255"><a href="#L255" aria-label="Line 255">255</a>   second: PibblPhysicsShape2D,</span>
<span id="L256"><a href="#L256" aria-label="Line 256">256</a>   secondPose: PibblPhysicsPose2D,</span>
<span id="L257"><a href="#L257" aria-label="Line 257">257</a> ): boolean {</span>
<span id="L258"><a href="#L258" aria-label="Line 258">258</a>   return overlapPreparedShapes2D(first, firstPose, second, secondPose);</span>
<span id="L259"><a href="#L259" aria-label="Line 259">259</a> }</span>
<span id="L260"><a href="#L260" aria-label="Line 260">260</a> </span>
<span id="L261"><a href="#L261" aria-label="Line 261">261</a> /**</span>
<span id="L262"><a href="#L262" aria-label="Line 262">262</a>  * Computes contact geometry for two posed shapes, or null when they do not contact.</span>
<span id="L263"><a href="#L263" aria-label="Line 263">263</a>  *</span>
<span id="L264"><a href="#L264" aria-label="Line 264">264</a>  * @param first - First shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L265"><a href="#L265" aria-label="Line 265">265</a>  * @param firstPose - Pose of the first shape. See {@link PibblPhysicsPose2D}.</span>
<span id="L266"><a href="#L266" aria-label="Line 266">266</a>  * @param second - Second shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L267"><a href="#L267" aria-label="Line 267">267</a>  * @param secondPose - Pose of the second shape. See {@link PibblPhysicsPose2D}.</span>
<span id="L268"><a href="#L268" aria-label="Line 268">268</a>  * @returns Contact information, or null when the shapes do not contact. See</span>
<span id="L269"><a href="#L269" aria-label="Line 269">269</a>  * {@link PibblPhysicsShapeContact2D} .</span>
<span id="L270"><a href="#L270" aria-label="Line 270">270</a>  *</span>
<span id="L271"><a href="#L271" aria-label="Line 271">271</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L272"><a href="#L272" aria-label="Line 272">272</a>  * @see {@link PibblPhysicsPose2D}</span>
<span id="L273"><a href="#L273" aria-label="Line 273">273</a>  * @see {@link PibblPhysicsShapeContact2D}</span>
<span id="L274"><a href="#L274" aria-label="Line 274">274</a>  */</span>
<span id="L275"><a href="#L275" aria-label="Line 275">275</a> export function contactBetweenShapes2D(</span>
<span id="L276"><a href="#L276" aria-label="Line 276">276</a>   first: PibblPhysicsShape2D,</span>
<span id="L277"><a href="#L277" aria-label="Line 277">277</a>   firstPose: PibblPhysicsPose2D,</span>
<span id="L278"><a href="#L278" aria-label="Line 278">278</a>   second: PibblPhysicsShape2D,</span>
<span id="L279"><a href="#L279" aria-label="Line 279">279</a>   secondPose: PibblPhysicsPose2D,</span>
<span id="L280"><a href="#L280" aria-label="Line 280">280</a> ): PibblPhysicsShapeContact2D | null {</span>
<span id="L281"><a href="#L281" aria-label="Line 281">281</a>   return contactBetweenPreparedShapes2D(first, firstPose, second, secondPose);</span>
<span id="L282"><a href="#L282" aria-label="Line 282">282</a> }</span>
<span id="L283"><a href="#L283" aria-label="Line 283">283</a> </span></code></pre>

## Documentation version

Documentation built with @pibbl/core 0.0.2, revision 272a94a. ALPHA — NOT FOR PRODUCTION USE.
