use crate::math::{Pose, Vector};
use crate::query::details::ShapeCastOptions;
use crate::query::{self, Ray, ShapeCastHit, ShapeCastStatus};
use crate::shape::Ball;
use num::Zero;
#[inline]
pub fn cast_shapes_ball_ball(
pos12: &Pose,
vel12: Vector,
b1: &Ball,
b2: &Ball,
options: ShapeCastOptions,
) -> Option<ShapeCastHit> {
let rsum = b1.radius + b2.radius + options.target_distance;
let radius = rsum;
let center = -pos12.translation;
let ray = Ray::new(Vector::ZERO, vel12);
if let (inside, Some(time_of_impact)) =
query::details::ray_toi_with_ball(center, radius, &ray, true)
{
if time_of_impact > options.max_time_of_impact {
return None;
}
let dpt = ray.point_at(time_of_impact) - center;
let normal1;
let normal2;
let witness1;
let witness2;
if radius.is_zero() {
normal1 = Vector::X;
normal2 = pos12.rotation.inverse() * -Vector::X;
witness1 = Vector::ZERO;
witness2 = Vector::ZERO;
} else {
normal1 = dpt / radius;
normal2 = pos12.rotation.inverse() * -normal1;
witness1 = normal1 * b1.radius;
witness2 = normal2 * b2.radius;
}
if !options.stop_at_penetration && time_of_impact < 1.0e-5 && normal1.dot(vel12) >= 0.0 {
return None;
}
let status = if inside && center.length_squared() < rsum * rsum {
ShapeCastStatus::PenetratingOrWithinTargetDist
} else {
ShapeCastStatus::Converged
};
Some(ShapeCastHit {
time_of_impact,
normal1,
normal2,
witness1,
witness2,
status,
})
} else {
None
}
}