use na;
use math::Point;
use query::Proximity;
use shape::Ball;
/// Proximity between balls.
#[inline]
pub fn ball_against_ball
(
center1: &P,
b1: &Ball,
center2: &P,
b2: &Ball,
margin: P::Real,
) -> Proximity
where
P: Point,
{
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 = na::norm_squared(&delta_pos);
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
}
}