ncollide3d/query/proximity/
proximity_ball_ball.rsuse crate::math::Point;
use crate::query::Proximity;
use crate::shape::Ball;
use na::{self, RealField};
#[inline]
pub fn proximity_ball_ball<N: RealField + Copy>(
center1: &Point<N>,
b1: &Ball<N>,
center2: &Point<N>,
b2: &Ball<N>,
margin: N,
) -> Proximity {
assert!(
margin >= na::zero(),
"The proximity margin must be positive or null."
);
let r1 = b1.radius;
let r2 = b2.radius;
let delta_pos = *center2 - *center1;
let distance_squared = delta_pos.norm_squared();
let sum_radius = r1 + r2;
let sum_radius_with_error = sum_radius + margin;
if distance_squared <= sum_radius_with_error * sum_radius_with_error {
if distance_squared <= sum_radius * sum_radius {
Proximity::Intersecting
} else {
Proximity::WithinMargin
}
} else {
Proximity::Disjoint
}
}