use na::{self, Isometry3, Vector3}; use ncollide3d::query; use ncollide3d::shape::{Ball, Cuboid}; #[test] fn ball_cuboid_toi() { let cuboid = Cuboid::new(Vector3::new(1.0, 1.0, 1.0)); let ball = Ball::new(1.0); let cuboid_pos = Isometry3::identity(); let ball_pos_intersecting = Isometry3::new(Vector3::new(1.0, 1.0, 1.0), na::zero()); let ball_pos_will_touch = Isometry3::new(Vector3::new(2.0, 2.0, 2.0), na::zero()); let ball_pos_wont_touch = Isometry3::new(Vector3::new(3.0, 3.0, 3.0), na::zero()); let box_vel1 = Vector3::new(-1.0, 1.0, 1.0); let box_vel2 = Vector3::new(1.0, 1.0, 1.0); let ball_vel1 = Vector3::new(2.0, 2.0, 2.0); let ball_vel2 = Vector3::new(-0.5, -0.5, -0.5); let toi_intersecting = query::time_of_impact( &query::DefaultTOIDispatcher, &ball_pos_intersecting, &ball_vel1, &ball, &cuboid_pos, &box_vel1, &cuboid, std::f64::MAX, 0.0, ) .unwrap() .map(|toi| toi.toi); let toi_will_touch = query::time_of_impact( &query::DefaultTOIDispatcher, &ball_pos_will_touch, &ball_vel2, &ball, &cuboid_pos, &box_vel2, &cuboid, std::f64::MAX, 0.0, ) .unwrap() .map(|toi| toi.toi); let toi_wont_touch = query::time_of_impact( &query::DefaultTOIDispatcher, &ball_pos_wont_touch, &ball_vel1, &ball, &cuboid_pos, &box_vel1, &cuboid, std::f64::MAX, 0.0, ) .unwrap() .map(|toi| toi.toi); assert_eq!(toi_intersecting, Some(0.0)); assert!(relative_eq!( toi_will_touch.unwrap(), (3.0f64.sqrt() - 1.0) / (ball_vel2 - box_vel2).norm() )); assert_eq!(toi_wont_touch, None); }