use alga::linear::Translation; use math::{Isometry, Point}; use shape::{Ball, Plane, Shape}; use query::distance_internal; /// Computes the minimum distance separating two shapes. /// /// Returns `0.0` if the objects are touching or penetrating. pub fn shape_against_shape(m1: &M, g1: &Shape, m2: &M, g2: &Shape) -> P::Real where P: Point, M: Isometry

, { if let (Some(b1), Some(b2)) = ( g1.as_shape::>(), g2.as_shape::>(), ) { let p1 = P::from_coordinates(m1.translation().to_vector()); let p2 = P::from_coordinates(m2.translation().to_vector()); distance_internal::ball_against_ball(&p1, b1, &p2, b2) } else if let (Some(p1), Some(s2)) = (g1.as_shape::>(), g2.as_support_map()) { distance_internal::plane_against_support_map(m1, p1, m2, s2) } else if let (Some(s1), Some(p2)) = (g1.as_support_map(), g2.as_shape::>()) { distance_internal::support_map_against_plane(m1, s1, m2, p2) } else if let (Some(s1), Some(s2)) = (g1.as_support_map(), g2.as_support_map()) { distance_internal::support_map_against_support_map::(m1, s1, m2, s2) } else if let Some(c1) = g1.as_composite_shape() { distance_internal::composite_shape_against_shape(m1, c1, m2, g2) } else if let Some(c2) = g2.as_composite_shape() { distance_internal::shape_against_composite_shape(m1, g1, m2, c2) } else { panic!("No algorithm known to compute a contact point between the given pair of shapes.") } }