use na::Unit;
use crate::math::{Isometry, Point, Real, Vector};
use crate::query::{self, Ray, TOIStatus, TOI};
use crate::shape::Ball;
use num::Zero;
#[inline]
pub fn time_of_impact_ball_ball(
pos12: &Isometry<Real>,
vel12: &Vector<Real>,
b1: &Ball,
b2: &Ball,
max_toi: Real,
) -> Option<TOI> {
let rsum = b1.radius + b2.radius;
let radius = rsum;
let center = Point::from(-pos12.translation.vector);
let ray = Ray::new(Point::origin(), *vel12);
if let (inside, Some(toi)) = query::details::ray_toi_with_ball(¢er, radius, &ray, true) {
if toi > max_toi {
return None;
}
let dpt = ray.point_at(toi) - center;
let normal1;
let normal2;
let witness1;
let witness2;
if radius.is_zero() {
normal1 = Vector::x_axis();
normal2 = pos12.inverse_transform_unit_vector(&(-Vector::x_axis()));
witness1 = Point::origin();
witness2 = Point::origin();
} else {
normal1 = Unit::new_unchecked(dpt / radius);
normal2 = pos12.inverse_transform_unit_vector(&(-normal1));
witness1 = Point::from(*normal1 * b1.radius);
witness2 = Point::from(*normal2 * b2.radius);
}
let status = if inside && center.coords.norm_squared() < rsum * rsum {
TOIStatus::Penetrating
} else {
TOIStatus::Converged
};
Some(TOI {
toi,
normal1,
normal2,
witness1,
witness2,
status,
})
} else {
None
}
}