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use crate;
use crate;
use crateShape;
use crateBvhLeafCost;
/// The status of the time-of-impact computation algorithm.
/// The result of a shape casting..
/// Configuration for controlling the behavior of time-of-impact (i.e. shape-casting) calculations.
/// Computes when two moving shapes will collide (shape casting / swept collision detection).
///
/// This function determines the **time of impact** when two shapes moving with constant
/// linear velocities will first touch. This is essential for **continuous collision detection**
/// (CCD) to prevent fast-moving objects from tunneling through each other.
///
/// # What is Shape Casting?
///
/// Shape casting extends ray casting to arbitrary shapes:
/// - **Ray casting**: Vector moving in a direction (infinitely thin)
/// - **Shape casting**: Full shape moving in a direction (has volume)
///
/// The shapes move linearly (no rotation) from their initial positions along their
/// velocities until they touch or the time limit is reached.
///
/// # Behavior
///
/// - **Will collide**: Returns `Some(hit)` with time of first impact
/// - **Already touching**: Returns `Some(hit)` with `time_of_impact = 0.0`
/// - **Won't collide**: Returns `None` (no impact within time range)
/// - **Moving apart**: May return `None` depending on `stop_at_penetration` option
///
/// # Arguments
///
/// * `pos1` - Initial position and orientation of the first shape
/// * `vel1` - Linear velocity of the first shape (units per time)
/// * `g1` - The first shape
/// * `pos2` - Initial position and orientation of the second shape
/// * `vel2` - Linear velocity of the second shape
/// * `g2` - The second shape
/// * `options` - Configuration options (max time, target distance, etc.)
///
/// # Options
///
/// Configure behavior with [`ShapeCastOptions`]:
/// - `max_time_of_impact`: Maximum time to check (ignore later impacts)
/// - `target_distance`: Consider "close enough" when within this distance
/// - `stop_at_penetration`: Stop if initially penetrating and moving apart
/// - `compute_impact_geometry_on_penetration`: Compute reliable witnesses at t=0
///
/// # Returns
///
/// * `Ok(Some(hit))` - Impact found, see [`ShapeCastHit`] for details
/// * `Ok(None)` - No impact within time range
/// * `Err(Unsupported)` - This shape pair is not supported
///
/// # Example: Basic Shape Casting
///
/// ```rust
/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
/// use parry3d::query::{cast_shapes, ShapeCastOptions};
/// use parry3d::shape::Ball;
/// use parry3d::math::{Pose, Vector};
///
/// let ball1 = Ball::new(1.0);
/// let ball2 = Ball::new(1.0);
///
/// // Ball 1 at origin, moving right at speed 2.0
/// let pos1 = Pose::translation(0.0, 0.0, 0.0);
/// let vel1 = Vector::new(2.0, 0.0, 0.0);
///
/// // Ball 2 at x=10, stationary
/// let pos2 = Pose::translation(10.0, 0.0, 0.0);
/// let vel2 = Vector::ZERO;
///
/// let options = ShapeCastOptions::default();
///
/// if let Ok(Some(hit)) = cast_shapes(&pos1, vel1, &ball1, &pos2, vel2, &ball2, options) {
/// // Time when surfaces touch
/// // Distance to cover: 10.0 - 1.0 (radius) - 1.0 (radius) = 8.0
/// // Speed: 2.0, so time = 8.0 / 2.0 = 4.0
/// assert_eq!(hit.time_of_impact, 4.0);
///
/// // Position at impact
/// let impact_pos1 = pos1.translation + vel1 * hit.time_of_impact;
/// // Ball 1 moved 8 units to x=8.0, touching ball 2 at x=10.0
/// }
/// # }
/// ```
///
/// # Example: Already Penetrating
///
/// ```rust
/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
/// use parry3d::query::{cast_shapes, ShapeCastOptions, ShapeCastStatus};
/// use parry3d::shape::Ball;
/// use parry3d::math::{Pose, Vector};
///
/// let ball1 = Ball::new(2.0);
/// let ball2 = Ball::new(2.0);
///
/// // Overlapping balls (centers 3 units apart, radii sum to 4)
/// let pos1 = Pose::translation(0.0, 0.0, 0.0);
/// let pos2 = Pose::translation(3.0, 0.0, 0.0);
/// let vel1 = Vector::X;
/// let vel2 = Vector::ZERO;
///
/// let options = ShapeCastOptions::default();
///
/// if let Ok(Some(hit)) = cast_shapes(&pos1, vel1, &ball1, &pos2, vel2, &ball2, options) {
/// // Already penetrating
/// assert_eq!(hit.time_of_impact, 0.0);
/// assert_eq!(hit.status, ShapeCastStatus::PenetratingOrWithinTargetDist);
/// }
/// # }
/// ```
///
/// # Use Cases
///
/// - **Continuous collision detection**: Prevent tunneling at high speeds
/// - **Predictive collision**: Know when collision will occur
/// - **Sweep tests**: Moving platforms, sliding objects
/// - **Bullet physics**: Fast projectiles that need CCD
///
/// # Performance
///
/// Shape casting is more expensive than static queries:
/// - Uses iterative root-finding algorithms
/// - Multiple distance/contact queries per iteration
/// - Complexity depends on shape types and relative velocities
///
/// # See Also
///
/// - [`cast_shapes_nonlinear`](crate::query::cast_shapes_nonlinear()) - For rotating shapes
/// - [`Ray::cast_ray`](crate::query::RayCast::cast_ray) - For point-like casts
/// - [`ShapeCastOptions`] - Configuration options
/// - [`ShapeCastHit`] - Result structure