avian3d/dynamics/ccd/mod.rs
1//! Components and functionality for Continuous Collision Detection (CCD).
2//!
3//! # What Is CCD?
4//!
5//! Physics simulation is typically done in a discrete manner. At the beginning
6//! of each timestep, the simulation checks for collisions, and if none are found
7//! for a given rigid body, it is free to move according to its velocity and the size
8//! of the timestep.
9//!
10//! This generally works well for large or slowly moving objects, but fast and small
11//! objects can pass through thin geometry such as walls and triangle meshes.
12//! This phenomenon is often called **tunneling**.
13//!
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19//! <text x="150" y="325" style="fill: #b4b4b4; font: 18px monospace; text-anchor: middle;">Discrete</text>
20//! </svg>
21//!
22//! **Continuous Collision Detection (CCD)** aims to prevent tunneling and deep overlap.
23//! Currently, two approaches are supported: [swept CCD](#swept-ccd) and
24//! [speculative collision](#speculative-collision). Swept CCD is performed for fast-moving
25//! dynamic bodies *by default*, and can be configured using the [`SweptCcd`] component,
26//! while speculative collision is fully opt-in via the [`SpeculativeCcd`] component.
27//!
28//! ## Swept CCD
29//!
30//! *Note: Swept CCD currently only supports the built-in `Collider`.*
31//!
32//! **Swept CCD** is a form of Continuous Collision Detection that sweeps fast-moving dynamic bodies
33//! from their previous positions to their current positions, and if a collision is found along the path,
34//! moves the body back to the time of impact. This way, discrete collision algorithms will be able to detect
35//! and handle the collision during the next timestep.
36//!
37//! There are two variants of swept CCD: [`SweepMode::Linear`] and [`SweepMode::NonLinear`].
38//! The difference is that [`Linear`](SweepMode::Linear) only considers translational motion,
39//! so fast-spinning bodies can still pass through objects, while [`NonLinear`](SweepMode::NonLinear)
40//! also considers rotational motion, but is more expensive.
41//!
42//! <svg width="300" height="350" viewBox="0 0 300 350" fill="none" xmlns="http://www.w3.org/2000/svg">
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47//! <text x="150" y="325" style="fill: #b4b4b4; font: 18px monospace; text-anchor: middle;">Linear / NonLinear</text>
48//! </svg>
49//!
50//! <svg width="600" height="350" viewBox="0 0 600 350" fill="none" xmlns="http://www.w3.org/2000/svg">
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54//! <text x="150" y="325" style="fill: #b4b4b4; font: 18px monospace; text-anchor: middle;">Linear</text>
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60//! <text x="450" y="325" style="fill: #b4b4b4; font: 18px monospace; text-anchor: middle;">NonLinear</text>
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63//! </svg>
64//!
65//! Sweeps are performed **automatically** for every *fast* dynamic body, against both static
66//! and kinematic bodies. A body is considered "fast" if its motion during a timestep is large
67//! relative to its minimum thickness. This way, we only pay the cost of CCD for bodies that
68//! have a risk of tunneling or deep overlap.
69//!
70//! The behavior of swept CCD can be customized using the [`SweptCcd`] component.
71//! This includes configuring which types of bodies sweeps are performed against,
72//! tuning the threshold for what is considered a "fast" body, and changing
73//! the sweep mode:
74//!
75//! ```
76#![cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
77#![cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
78//! use bevy::prelude::*;
79//!
80//! fn setup(mut commands: Commands) {
81//! commands.spawn((
82//! RigidBody::Dynamic,
83//! Collider::capsule(0.5, 2.0),
84//! // These are the default settings
85//! SweptCcd {
86//! filter: CcdFilter::DEFAULT,
87//! mode: SweepMode::NonLinear,
88//! threshold: 0.5,
89//! }
90//! ));
91//! }
92//! ```
93//!
94//! See the documentation of the [`SweptCcd`] component for more details
95//! and configuration options.
96//!
97//! This approach to CCD is heavily inspired by [Box2D](https://box2d.org) by Erin Catto.
98//!
99//! ### Caveats of Swept CCD
100//!
101//! Swept CCD can lead to *time loss* or *time stealing*, where bodies appear to momentarily
102//! slow down or freeze when colliding at high speeds. This happens because they are essentially
103//! moved backwards in time to avoid missing the collision. Time loss could be better accounted for
104//! with a substepped time-of-impact solver, but it would be much more expensive and complex,
105//! so it is not supported yet.
106//!
107//! Additionally, if two fast-moving bodies are approaching each other, but are not already
108//! in the path of each other's sweeps (ex: projectiles coming from different directions),
109//! they can miss each other. This can be solved by also enabling [speculative collision](#speculative-collision)
110//! in order to expand their AABBs based on velocity and predict contacts before they happen.
111//!
112//! ## Speculative Collision
113//!
114//! **Speculative collision** is a form of Continuous Collision Detection
115//! where contacts are predicted before they happen. It is only performed
116//! for bodies that have the [`SpeculativeCcd`] component.
117//!
118//! To determine whether two bodies may come into contact within the next timestep,
119//! speculative collision expands their [`ColliderAabb`]s based on their velocities.
120//! Additionally, a **speculative margin** is used to determine the maximum distance
121//! at which two shapes can generate speculative contacts.
122//!
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134//! <text x="184" y="125" style="fill: #db9010; font: 16px monospace; text-anchor: middle;">Collision AABB</text>
135//! <text x="160" y="40" style="fill: #eb4a5a; font: 16px monospace; text-anchor: middle;">Speculative Margin</text>
136//! <text x="210" y="340" style="fill: #b4b4b4; font: 16px monospace; text-anchor: start;">Unconstrained</text>
137//! <text x="210" y="205" style="fill: #b4b4b4; font: 16px monospace; text-anchor: start;">Constrained</text>
138//! <text y="240" style="fill: #a874d8; font: 16px monospace; font-weight: bold; text-anchor: end;">
139//! <tspan x="155">Speculative</tspan><tspan x="155" dy="18">Contact</tspan>
140//! </text>
141//! </svg>
142//!
143//! By default, Avian keeps AABBs tight, and only predicts contacts up to a small,
144//! fixed [`contact_tolerance`], which aims to improve stability and avoid jitter
145//! for resting bodies. By adding the [`SpeculativeCcd`] component, you can increase
146//! the maximum speculative distance and opt in to velocity-based AABB expansion,
147//! enabling speculative contact behavior.
148//!
149//! Speculative collisions can be very efficient for highly dynamic scenes,
150//! but a large speculative margin can also lead to excessive collision tests
151//! and false positives, which are described below.
152//!
153//! [`contact_tolerance`]: NarrowPhaseConfig::contact_tolerance
154//!
155//! ### Caveats of Speculative Collision
156//!
157//! Speculative contacts are approximations. They typically have good enough accuracy,
158//! but when bodies are moving past each other at high speeds, the prediction can sometimes
159//! fail and lead to **ghost collisions**. This happens because contact surfaces are treated
160//! like infinite planes from the point of view of the contact solver. Ghost collisions
161//! typically manifest as objects bumping into seemingly invisible walls or seams.
162//!
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169//! <path d="M345.385 236.923C345.895 236.71 346.136 236.124 345.923 235.615L342.454 227.31C342.242 226.8 341.656 226.56 341.146 226.772C340.637 226.985 340.396 227.571 340.609 228.08L343.692 235.463L336.31 238.546C335.8 238.758 335.56 239.344 335.772 239.854C335.985 240.363 336.571 240.604 337.08 240.391L345.385 236.923ZM159.62 160.925L344.62 236.925L345.38 235.075L160.38 159.075L159.62 160.925Z" fill="#E19664"/>
170//! <circle cx="160" cy="265" r="4" fill="#a874d8"/>
171//! <path d="M160 160V265" stroke="#a874d8" stroke-width="2" stroke-dasharray="5 5"/>
172//! <rect x="135" y="135" width="235" height="264" stroke="#db9010" stroke-width="1"/>
173//! <circle cx="160" cy="160" r="159" stroke="#eb4a5a" stroke-width="1"/>
174//! <line x1="160" y1="264" x2="400" y2="264" stroke="#a874d8" stroke-width="2" stroke-dasharray="6 6"/>
175//! <text x="184" y="125" style="fill: #db9010; font: 16px monospace; text-anchor: middle;">Collision AABB</text>
176//! <text x="160" y="40" style="fill: #eb4a5a; font: 16px monospace; text-anchor: middle;">Speculative Margin</text>
177//! <text x="345" y="340" style="fill: #b4b4b4; font: 16px monospace; text-anchor: start;">Unconstrained</text>
178//! <text x="345" y="205" style="fill: #b4b4b4; font: 16px monospace; text-anchor: start;">Constrained</text>
179//! <text x="190" y="280" style="fill: #a874d8; font: 16px monospace; font-weight: bold; text-anchor: start;">Ghost Collision Plane</text>
180//! </svg>
181//!
182//! Another caveat of speculative collision is that it can still occasionally miss contacts,
183//! especially for fast-spinning objects, as speculative contacts do not properly account for
184//! rotational motion.
185//!
186//! Speculative collisions can also absorb some energy in contacts, causing even perfectly elastic
187//! objects to lose kinetic energy over several bounces.
188//!
189//! These caveats together with the performance impact of velocity-expanded AABBs
190//! are why Avian does not predict contacts beyond the small [`contact_tolerance`]
191//! by default. Still, speculative contacts can be a good option for some scenes,
192//! which is what the opt-in [`SpeculativeCcd`] component is for.
193//!
194//! ## Other Ways to Avoid Tunneling
195//!
196//! CCD is one way to prevent objects from tunneling through each other,
197//! but it should only be used when necessary. There are several other approaches
198//! worth considering to help avoid the issue.
199//!
200//! The most obvious way is to simply avoid small or thin geometry such as triangle meshes,
201//! and to make colliders for objects like walls slightly thicker than necessary.
202//! This is of course not possible everywhere, but it is good to keep in mind
203//! when authoring levels.
204//!
205//! Triangle mesh colliders are especially prone to tunneling for dynamic rigid bodies.
206//! For shapes that are intended to be solid from the inside, it is recommended
207//! to use convex decomposition instead.
208//!
209//! If you must use triangle mesh colliders and are having stability issues, consider
210//! giving them a small amount of extra thickness using the [`CollisionMargin`] component.
211//! This helps prevent objects from passing through the surface while also reducing
212//! numerical errors and improving performance.
213//!
214//! Finally, making the [physics timestep](Physics) smaller can also help.
215//! However, this comes at the cost of worse performance for the entire simulation.
216
217#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
218use super::solver::solver_body::{SolverBodies, SolverBody, SolverBodyFlags, SolverBodyIndex};
219#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
220use crate::prelude::*;
221#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
222use crate::{
223 collider_tree::{ColliderTree, ColliderTreeProxyFlags, ColliderTrees},
224 math::make_pose,
225 utils::{MIN_PAR_ITER_ENTITIES, ParallelQueryForEach},
226};
227#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
228use bevy::ecs::query::QueryData;
229use bevy::prelude::*;
230#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
231use core::cell::RefCell;
232#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
233use dynamics::solver::SolverDiagnostics;
234#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
235use parry::query::{
236 NonlinearRigidMotion, ShapeCastOptions, cast_shapes, cast_shapes_nonlinear,
237 sweep_toi::{
238 CORE_FRACTION, Sweep, SweepCompositeFastShape, SweepToiStatus, ToiProxy,
239 sweep_time_of_impact, sweep_time_of_impact_composite,
240 },
241};
242#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
243use thread_local::ThreadLocal;
244
245/// A plugin for [Continuous Collision Detection (CCD)](self).
246pub struct CcdPlugin;
247
248impl Plugin for CcdPlugin {
249 #[cfg_attr(
250 not(any(feature = "parry-f32", feature = "parry-f64")),
251 expect(unused_variables)
252 )]
253 fn build(&self, app: &mut App) {
254 // Get the `PhysicsSchedule`, and panic if it doesn't exist.
255 #[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
256 let physics = app
257 .get_schedule_mut(PhysicsSchedule)
258 .expect("add PhysicsSchedule first");
259
260 #[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
261 physics.add_systems(solve_continuous.in_set(SolverSystems::ContinuousCollision));
262 }
263}
264
265/// A component that configures [swept Continuous Collision Detection (CCD)](self#swept-ccd)
266/// for a [dynamic](RigidBody::Dynamic) [`RigidBody`].
267///
268/// By default, swept CCD is performed automatically for fast-moving dynamic bodies,
269/// against static and kinematic bodies but not other dynamic bodies.
270///
271/// Adding this component allows you to:
272///
273/// - control which types of bodies sweeps are performed against (via [`filter`](Self::filter))
274/// - choose the [sweep mode](SweepMode) (via [`mode`](Self::mode))
275/// - adjust the threshold for when CCD is triggered (via [`threshold`](Self::threshold))
276///
277/// This component has no effect on static or kinematic bodies, as they do not support CCD.
278///
279/// Read the [module-level documentation](self) for more information about what CCD is,
280/// what it is used for, and what limitations and tradeoffs it can have.
281///
282/// # Example
283///
284/// ```
285#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
286#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
287/// use bevy::prelude::*;
288///
289/// fn setup(mut commands: Commands) {
290/// // A fast dynamic body is swept against static and kinematic bodies automatically,
291/// // so it needs no extra components.
292/// commands.spawn((
293/// RigidBody::Dynamic,
294#[cfg_attr(feature = "2d", doc = " LinearVelocity(Vec2::X * 100.0),")]
295#[cfg_attr(feature = "3d", doc = " LinearVelocity(Vec3::X * 100.0),")]
296#[cfg_attr(feature = "2d", doc = " Collider::circle(0.1),")]
297#[cfg_attr(feature = "3d", doc = " Collider::sphere(0.1),")]
298/// Transform::from_xyz(-10.0, 3.0, 0.0),
299/// ));
300///
301/// // Spawn another body that only considers linear motion and not rotation,
302/// // and is additionally swept against other dynamic bodies.
303/// commands.spawn((
304/// RigidBody::Dynamic,
305/// SweptCcd {
306/// filter: CcdFilter::ALL,
307/// mode: SweepMode::Linear,
308/// ..default()
309/// },
310#[cfg_attr(feature = "2d", doc = " LinearVelocity(Vec2::X * 100.0),")]
311#[cfg_attr(feature = "3d", doc = " LinearVelocity(Vec3::X * 100.0),")]
312#[cfg_attr(feature = "2d", doc = " Collider::circle(0.1),")]
313#[cfg_attr(feature = "3d", doc = " Collider::sphere(0.1),")]
314/// Transform::from_xyz(-10.0, -3.0, 0.0),
315/// ));
316/// }
317/// ```
318#[derive(Component, Clone, Copy, Debug, PartialEq, Reflect)]
319#[reflect(Component, Debug, Default, PartialEq)]
320pub struct SweptCcd {
321 /// The types of bodies this body is swept against during CCD.
322 ///
323 /// Each [`RigidBody`] type can be toggled independently. For example,
324 /// fast bodies are swept against static and kinematic bodies by default,
325 /// but not against other dynamic bodies.
326 ///
327 /// If the filter is [empty](CcdFilter::NONE), CCD is disabled for this body entirely.
328 /// This can improve performance but can lead to tunneling. Disabling CCD should rarely
329 /// be necessary, as it is only performed for fast-moving bodies, and should have a minimal
330 /// performance impact for most applications.
331 ///
332 /// **Default**: [`CcdFilter::DEFAULT`] (static and kinematic bodies)
333 pub filter: CcdFilter,
334
335 /// The [sweep mode](SweepMode) used for this body.
336 ///
337 /// The [`Linear`](SweepMode::Linear) mode is cheaper but only considers translational motion,
338 /// so it can lead to tunneling against thin, fast-spinning objects, while the [`NonLinear`](SweepMode::NonLinear)
339 /// mode is more expensive but also considers rotational motion.
340 ///
341 /// If two bodies with different sweep modes collide, [`SweepMode::NonLinear`] is preferred.
342 ///
343 /// **Default**: [`SweepMode::NonLinear`]
344 pub mode: SweepMode,
345
346 /// The fraction of a body's minimum [`ccd_thickness`](BodySizeMetrics::ccd_thickness)
347 /// it may travel in a timestep before being treated as a fast-moving body.
348 ///
349 /// This should typically be in the range `[0.0, 1.0]` to prevent tunneling.
350 /// Smaller values trigger CCD more easily, which can help prevent overlap,
351 /// at the cost of more overhead as sweeps are performed even at lower speeds.
352 ///
353 /// **Default**: `0.5`
354 pub threshold: f32,
355}
356
357impl Default for SweptCcd {
358 fn default() -> Self {
359 Self::new()
360 }
361}
362
363impl SweptCcd {
364 /// Creates a [`SweptCcd`] configuration with default settings:
365 ///
366 /// - [`filter`](Self::filter): [`CcdFilter::DEFAULT`] (sweeps against static and kinematic bodies)
367 /// - [`mode`](Self::mode): [`SweepMode::NonLinear`]
368 /// - [`threshold`](Self::threshold): `0.5`
369 #[inline]
370 pub const fn new() -> Self {
371 Self {
372 filter: CcdFilter::DEFAULT,
373 mode: SweepMode::NonLinear,
374 threshold: 0.5,
375 }
376 }
377
378 /// Sets the [`CcdFilter`] determining which body types this body is swept against.
379 ///
380 /// An [empty](CcdFilter::NONE) filter disables CCD for this body entirely.
381 #[inline]
382 pub const fn with_filter(mut self, filter: CcdFilter) -> Self {
383 self.filter = filter;
384 self
385 }
386
387 /// Sets the [sweep mode](SweepMode) used for this body.
388 #[inline]
389 pub const fn with_mode(mut self, mode: SweepMode) -> Self {
390 self.mode = mode;
391 self
392 }
393
394 /// Sets the fraction of this body's minimum CCD thickness it may travel in a timestep
395 /// before being treated as a fast-moving body.
396 #[inline]
397 pub const fn with_threshold(mut self, threshold: f32) -> Self {
398 self.threshold = threshold;
399 self
400 }
401}
402
403/// A bitmask determining which [`RigidBody`] types a [`SweptCcd`] body is swept against
404/// during [Continuous Collision Detection (CCD)](self).
405///
406/// If [empty](Self::NONE), CCD is disabled for the body entirely.
407#[repr(transparent)]
408#[derive(Clone, Copy, Debug, PartialEq, Eq, Reflect)]
409#[reflect(Debug, Default, PartialEq)]
410pub struct CcdFilter(u8);
411
412bitflags::bitflags! {
413 impl CcdFilter: u8 {
414 /// Sweep against other dynamic bodies.
415 const DYNAMIC = 1 << 0;
416
417 /// Sweep against kinematic bodies.
418 const KINEMATIC = 1 << 1;
419
420 /// Sweep against static bodies.
421 const STATIC = 1 << 2;
422
423 /// Sweep against standalone colliders (colliders with no rigid body).
424 const STANDALONE = 1 << 3;
425
426 /// The default filter: sweep against static and kinematic bodies,
427 /// but not against other dynamic bodies or colliders without a body.
428 const DEFAULT = Self::KINEMATIC.bits() | Self::STATIC.bits();
429
430 /// Sweep against all body types and standalone colliders.
431 const ALL = Self::DYNAMIC.bits()
432 | Self::KINEMATIC.bits()
433 | Self::STATIC.bits()
434 | Self::STANDALONE.bits();
435
436 /// Sweep against no body types, effectively disabling CCD for this body.
437 const NONE = 0;
438 }
439}
440
441impl Default for CcdFilter {
442 fn default() -> Self {
443 Self::DEFAULT
444 }
445}
446
447/// The algorithm used for sweeps during [Continuous Collision Detection (CCD)](self#swept-ccd).
448///
449/// If two entities with different sweep modes collide, [`SweepMode::NonLinear`] is preferred.
450///
451/// The default is [`SweepMode::NonLinear`], which considers both translational
452/// and rotational motion.
453#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Reflect)]
454pub enum SweepMode {
455 /// Sweeps are performed using linear time-of-impact queries from the previous positions
456 /// of fast bodies to their current positions, stopping the bodies at the first time of impact.
457 ///
458 /// This mode only considers translational motion, and can lead to tunneling
459 /// against thin, fast-spinning objects. For the more expensive version
460 /// that also considers rotational motion, consider using [`SweepMode::NonLinear`].
461 Linear,
462
463 /// Sweeps are performed using non-linear time-of-impact queries from the previous positions
464 /// of fast bodies to their current positions, stopping the bodies at the first time of impact.
465 ///
466 /// This mode considers both translational and rotational motion.
467 /// For the cheaper version that only considers translational motion,
468 /// consider using [`SweepMode::Linear`].
469 #[default]
470 NonLinear,
471}
472
473/// A component that enables [speculative collision](self#speculative-collision)
474/// and velocity-expanded [AABBs](ColliderAabb) for a [`RigidBody`],
475/// allowing it to predict and react to contacts before they happen.
476///
477/// Without this component, a body still receives a small, fixed [`contact_tolerance`]
478/// and automatic [swept CCD](self#swept-ccd), but no velocity-based speculative margin
479/// or AABB expansion.
480///
481/// Speculative collisions can be cheaper than swept CCD for highly dynamic scenes,
482/// but are more approximate, and can cause [ghost collisions](self#caveats-of-speculative-collision).
483/// The [`max_distance`](Self::max_distance) property bounds the margin to help mitigate this.
484///
485/// Read the [module-level documentation](self) for more information about what CCD is,
486/// what it is used for, and what limitations and tradeoffs it can have.
487///
488/// [`contact_tolerance`]: NarrowPhaseConfig::contact_tolerance
489///
490/// # Example
491///
492/// ```
493#[cfg_attr(feature = "2d", doc = "use avian2d::prelude::*;")]
494#[cfg_attr(feature = "3d", doc = "use avian3d::prelude::*;")]
495/// use bevy::prelude::*;
496///
497/// fn setup(mut commands: Commands) {
498/// // A fast body that predicts contacts up to 2 units ahead based on its velocity,
499/// // expands its AABB accordingly, and is also swept against other dynamic bodies.
500/// commands.spawn((
501/// RigidBody::Dynamic,
502#[cfg_attr(feature = "2d", doc = " Collider::circle(0.1),")]
503#[cfg_attr(feature = "3d", doc = " Collider::sphere(0.1),")]
504/// SpeculativeCcd::new(2.0),
505/// SweptCcd::default().with_filter(CcdFilter::ALL),
506/// ));
507/// }
508/// ```
509#[derive(Component, Clone, Copy, Debug, PartialEq, Reflect)]
510#[reflect(Component, Debug, Default, PartialEq)]
511#[doc(alias = "SpeculativeMargin")]
512pub struct SpeculativeCcd {
513 /// The maximum distance at which [speculative contacts](self#speculative-collision)
514 /// are generated for this body, and the maximum distance its [`ColliderAabb`] is
515 /// expanded along its velocity each timestep.
516 ///
517 /// Larger values predict contacts further ahead, at the cost of more broad phase work
518 /// and a higher risk of [ghost collisions](self#caveats-of-speculative-collision).
519 /// A value of `0.0` effectively disables speculative collision for this body.
520 ///
521 /// **Default**: [`f32::MAX`] (unbounded)
522 pub max_distance: f32,
523}
524
525impl Default for SpeculativeCcd {
526 fn default() -> Self {
527 Self::MAX
528 }
529}
530
531impl SpeculativeCcd {
532 /// A zero speculative margin. Disables speculative collision and velocity-based
533 /// AABB expansion for this body.
534 pub const ZERO: Self = Self::new(0.0);
535
536 /// An unbounded speculative margin. Speculative contacts are generated as far ahead
537 /// as the body's velocity reaches, and the AABB is expanded by the full per-timestep motion.
538 pub const MAX: Self = Self::new(f32::MAX);
539
540 /// Creates a [`SpeculativeCcd`] configuration with the given maximum speculative distance.
541 #[inline]
542 pub const fn new(max_distance: f32) -> Self {
543 Self { max_distance }
544 }
545}
546
547/// Read-only [`SolverBody`] motion data used to reconstruct a body's per-timestep sweep.
548#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
549#[derive(QueryData)]
550struct CcdBodyQuery {
551 entity: Entity,
552 index: &'static SolverBodyIndex,
553 position: &'static Position,
554 rotation: &'static Rotation,
555 com: &'static ComputedCenterOfMass,
556 colliders: &'static RigidBodyColliders,
557 size_metrics: &'static BodySizeMetrics,
558 ccd: Option<&'static SweptCcd>,
559}
560
561/// A time-of-impact result for a single fast body.
562#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
563struct CcdResult {
564 /// The [`SolverBodyIndex`] of the fast body that was swept.
565 index: SolverBodyIndex,
566 /// The time of impact fraction in `[0, 1]`,
567 fraction: f32,
568 /// Details of the earliest impact, if one was found.
569 impact: Option<CcdImpact>,
570}
571
572/// Details of the earliest time-of-impact for a fast body.
573#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
574struct CcdImpact {
575 /// The fast body's colliding collider.
576 collider1: Entity,
577 /// The obstacle's colliding collider.
578 collider2: Entity,
579 /// Additional speculative distance to request for the discrete solver next timestep,
580 /// so that the contact is detected even if the bodies were separated at the TOI impact.
581 ///
582 /// This is typically only relevant for dynamic-dynamic and dynamic-kinematic impacts
583 /// where the final pose of the other shape ended up separated from the TOI impact point.
584 distance: f32,
585}
586
587/// Performs [Continuous Collision Detection](self).
588///
589/// Every dynamic body whose per-frame motion is large relative to its thickness is treated
590/// as a "fast body" and swept against static and kinematic (and optionally dynamic) bodies.
591///
592/// If a time of impact is found, the body's accumulated motion is scaled down so it stops
593/// at the first impact, leaving the next frame's collision detection to resolve the contact.
594#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
595fn solve_continuous(
596 colliders: Query<(&Collider, &Position, &Rotation, Option<&CollisionLayers>)>,
597 ccd_query: Query<CcdBodyQuery>,
598 mut bodies: ResMut<SolverBodies>,
599 trees: Res<ColliderTrees>,
600 mut contact_graph: ResMut<ContactGraph>,
601 time: Res<Time>,
602 length_unit: Res<PhysicsLengthUnit>,
603 mut diagnostics: ResMut<SolverDiagnostics>,
604) {
605 let start = crate::utils::Instant::now();
606
607 let delta_secs = time.delta_secs();
608 if delta_secs <= 0.0 {
609 return;
610 }
611 let inv_dt = 1.0 / delta_secs;
612 let linear_slop = 0.005 * length_unit.0;
613
614 // Avian's approach to CCD is heavily inspired by Box2D by Erin Catto,
615 // with some notable differences (as of Box2D 3.1.0):
616 //
617 // - We perform sweeps against both static *and* kinematic bodies by default.
618 // - We support sweeps between two dynamic bodies (CCD between "bullets").
619 // - We use a bitmask to configure which body types fast bodies are swept against.
620 // - We additionally support opt-in Bepu-style speculative collision with a configurable margin.
621 // - We run swept CCD before applying solver body deltas. This avoids having to store
622 // previous transforms.
623 // - We create contact edges immediately at the time of impact, and request an additional
624 // speculative distance for the narrow phase if needed to ensure the contact is handled.
625 // This fixed some pathological cases with CCD against moving objects.
626 // - Miscellaneous differences in structure, naming, and configuration.
627
628 // Per-thread time-of-impact fractions (in `[0, 1]`) for each fast body. A fraction of `1.0`
629 // means the body is fast but no impact was found.
630 let thread_local_results: ThreadLocal<RefCell<Vec<CcdResult>>> = ThreadLocal::new();
631
632 // First, detect fast bodies and compute their time of impact,
633 // collecting the results into `thread_local_results`.
634 //
635 // This runs in parallel over solver bodies. The order of TOI sweeps does not matter,
636 // as each fast body only reads the trees and produces its own deterministic result.
637 // This combines parts of `b2FinalizeBodiesTask` and `b2SolveContinuous` from Box2D.
638 ccd_query.par_for_each(MIN_PAR_ITER_ENTITIES, |fast| {
639 // Fetch the fast body's solver body state.
640 let Some(body) = bodies.get(*fast.index) else {
641 return;
642 };
643
644 // Only dynamic bodies support CCD.
645 if !body.flags.is_dynamic() {
646 return;
647 }
648
649 let ccd = fast.ccd.copied().unwrap_or_default();
650
651 if ccd.filter.is_empty() {
652 return;
653 }
654
655 let ccd_thickness = fast.size_metrics.ccd_thickness;
656 let sweep_radius = fast.size_metrics.sweep_radius;
657
658 // Compute the speed and displacement to determine whether the body moved
659 // enough to be considered a fast body that requires CCD.
660
661 // Linear and angular speed
662 let lin_speed = body.linear_velocity.length();
663 #[cfg(feature = "2d")]
664 let ang_speed = body.angular_velocity.abs();
665 #[cfg(feature = "3d")]
666 let ang_speed = body.angular_velocity.length();
667
668 // Displacement of the center of mass
669 let delta_pos_len = body.delta_position.length();
670
671 // The chord length of the rotation. This is a straight-line approximation
672 // of the displacement of the farthest point (per unit sweep radius).
673 let delta_rot_chord = body.delta_rotation.chord_length();
674
675 // The velocity of the farthest point on the body
676 let max_velocity = lin_speed + ang_speed * sweep_radius;
677
678 // The maximum distance the farthest point on the body travels during the timestep
679 let max_delta_position = delta_pos_len + delta_rot_chord * sweep_radius;
680
681 // The maximum of the two, which is an upper bound on how far any point on the body travels
682 let max_motion = max_delta_position.max(max_velocity * delta_secs);
683
684 // Check if the body moved more than the threshold fraction of its CCD thickness.
685 // CCD is only performed for bodies that are actually at risk of tunneling or deep overlap.
686 if max_motion <= ccd.threshold * ccd_thickness {
687 // Not a fast body, so no CCD is needed.
688 return;
689 }
690
691 // Records a fast body's time-of-impact fraction and earliest impact on the current thread.
692 let record = |fraction, impact| {
693 thread_local_results
694 .get_or(|| RefCell::new(Vec::new()))
695 .borrow_mut()
696 .push(CcdResult {
697 index: *fast.index,
698 fraction,
699 impact,
700 });
701 };
702
703 let mode1 = ccd.mode;
704 let body_com_world = fast.position.0 + (fast.rotation * fast.com.0).real();
705
706 // Determine which trees to sweep against based on the body's filter.
707 let trees_to_query: [Option<&ColliderTree>; 4] = [
708 ccd.filter
709 .contains(CcdFilter::DYNAMIC)
710 .then_some(&trees.dynamic_tree),
711 ccd.filter
712 .contains(CcdFilter::KINEMATIC)
713 .then_some(&trees.kinematic_tree),
714 ccd.filter
715 .contains(CcdFilter::STATIC)
716 .then_some(&trees.static_tree),
717 ccd.filter
718 .contains(CcdFilter::STANDALONE)
719 .then_some(&trees.standalone_tree),
720 ];
721
722 // The smallest time of impact found across all of the body's colliders.
723 // Starts at the full timestep duration.
724 let mut min_toi = delta_secs;
725
726 // Details of the earliest impact found across all of the body's colliders.
727 let mut best_impact: Option<CcdImpact> = None;
728
729 // Sweep each collider attached to the body.
730 for collider_entity in fast.colliders {
731 let Ok((collider1, &collider_pos1, &collider_rot1, layers1)) =
732 colliders.get(collider_entity)
733 else {
734 continue;
735 };
736
737 let shape1 = collider1.shape_scaled().as_ref();
738
739 // No swept CCD for trimeshes, heightfields, polylines, or voxels.
740 if !crate::collision::collider::shape_supports_sweeps(shape1) {
741 continue;
742 }
743
744 let layers1 = layers1.copied().unwrap_or_default();
745
746 let motion1 =
747 collider_sweep_motion(collider_pos1.0, collider_rot1, body_com_world, body, inv_dt);
748
749 // Compute the collider's end-of-frame pose to build the swept AABB.
750 let collider_rot2 = (body.delta_rotation * Rot::from(collider_rot1)).fast_renormalize();
751 let collider_pos2 = body_com_world
752 + body.delta_position.real()
753 + body.delta_rotation.real() * (collider_pos1.0 - body_com_world);
754 let swept_aabb = collider1.swept_aabb(
755 collider_pos1.0,
756 collider_rot1,
757 collider_pos2,
758 collider_rot2,
759 0.0,
760 );
761 let query_aabb = obvhs::aabb::Aabb::from(swept_aabb);
762
763 let fast_shape = CcdFastShape {
764 shape: shape1,
765 swept_aabb: parry::bounding_volume::Aabb::new(
766 swept_aabb.min.real(),
767 swept_aabb.max.real(),
768 ),
769 local_centroid: shape1.mass_properties(1.0).local_com,
770 min_extent: shape1.ccd_thickness(),
771 };
772
773 // Sweep the collider against the relevant trees.
774 for tree in trees_to_query.into_iter().flatten() {
775 tree.aabb_traverse(query_aabb, |proxy_id| {
776 let Some(proxy) = tree.get_proxy(proxy_id) else {
777 return true;
778 };
779
780 // Skip self-collisions within the same body.
781 if proxy.body == Some(fast.entity) {
782 return true;
783 }
784
785 // Skip sensors and disabled bodies.
786 if proxy.is_sensor()
787 || proxy.flags.contains(ColliderTreeProxyFlags::BODY_DISABLED)
788 {
789 return true;
790 }
791
792 // Skip colliders with incompatible collision layers.
793 if !layers1.interacts_with(proxy.layers) {
794 return true;
795 }
796
797 let collider_entity2 = proxy.collider;
798
799 // If the narrow phase already has a touching contact for this pair,
800 // the discrete contact solver is responsible for it.
801 //
802 // Skipping it here is important because clamping the body at the time of impact
803 // would overwrite the already computed correction from the contact solver,
804 // which could lead to the bodies getting frozen. This is not a problem in Box2D
805 // because it runs CCD after updating body poses (but needs to store old poses).
806 if contact_graph
807 .get(collider_entity, collider_entity2)
808 .is_some_and(|(_, pair)| pair.is_touching())
809 {
810 return true;
811 }
812
813 // Fetch the target collider and its start-of-frame pose.
814 let Ok((collider2, &target_pos, &target_rot, _)) =
815 colliders.get(collider_entity2)
816 else {
817 return true;
818 };
819
820 // Reconstruct the target's motion over the timestep.
821 // Bodies with a solver body are awake and moving, everything else is stationary.
822 let (motion2, mode2) = match proxy.body {
823 Some(body2_entity) => match ccd_query.get(body2_entity) {
824 Ok(body2) => {
825 if let Some(solver_body2) = bodies.get(*body2.index) {
826 let target_com_world =
827 body2.position.0 + (body2.rotation * body2.com.0).real();
828 (
829 collider_sweep_motion(
830 target_pos.0,
831 target_rot,
832 target_com_world,
833 solver_body2,
834 inv_dt,
835 ),
836 body2.ccd.map_or(SweepMode::NonLinear, |ccd| ccd.mode),
837 )
838 } else {
839 (static_motion(target_pos.0, target_rot), SweepMode::Linear)
840 }
841 }
842 Err(_) => (static_motion(target_pos.0, target_rot), SweepMode::Linear),
843 },
844 None => (static_motion(target_pos.0, target_rot), SweepMode::Linear),
845 };
846
847 // Use a non-linear sweep unless both bodies opt into linear sweeps.
848 let sweep_mode = if mode1 == SweepMode::Linear && mode2 == SweepMode::Linear {
849 SweepMode::Linear
850 } else {
851 SweepMode::NonLinear
852 };
853
854 // Compute the time of impact for this pair of colliders. If it's the earliest
855 // so far, record the details needed to clamp the body's normal motion and hand
856 // the contact off to the discrete solver next frame.
857 if let Some(toi) = compute_ccd_toi(
858 sweep_mode,
859 &motion1,
860 &fast_shape,
861 &motion2,
862 collider2.shape_scaled().as_ref(),
863 min_toi,
864 delta_secs,
865 linear_slop,
866 ) {
867 min_toi = toi;
868 best_impact = Some(CcdImpact {
869 collider1: collider_entity,
870 collider2: collider_entity2,
871 // The additional speculative distance only needs to span the gap
872 // the fast contact opens. The body's max travel is a safe upper bound
873 // that the fast-body test already computed. The narrow phase has a more
874 // elaborate velocity test that decides whether to actually keep the contact.
875 distance: max_motion,
876 });
877 }
878
879 true
880 });
881 }
882 }
883
884 // Record the minimum time of impact as a fraction of the timestep.
885 record(min_toi * inv_dt, best_impact);
886 });
887
888 // Collect the per-thread results and sort them for determinism.
889 let mut results: Vec<CcdResult> = thread_local_results
890 .into_iter()
891 .flat_map(|cell| cell.into_inner())
892 .collect();
893 results.sort_unstable_by_key(|result| result.index);
894
895 // Mark fast bodies and apply any time-of-impact corrections.
896 //
897 // Also ensure a contact pair exists for any impacts that were found,
898 // and request a speculative distance to help ensure the contact is detected
899 // by the discrete solver next timestep.
900 if !results.is_empty() {
901 for CcdResult {
902 index,
903 fraction,
904 impact,
905 } in results
906 {
907 if let Some(solver_body) = bodies.get_mut(index) {
908 // Note: This flag is only retained for debug rendering.
909 solver_body.flags.insert(SolverBodyFlags::IS_FAST);
910
911 if fraction < 1.0 {
912 // Note: This flag is only retained for debug rendering.
913 solver_body
914 .flags
915 .insert(SolverBodyFlags::HAD_TIME_OF_IMPACT);
916
917 let t = fraction.min(1.0);
918
919 // Scale back the body's motion to the time of impact.
920 solver_body.delta_position *= t;
921 #[cfg(feature = "2d")]
922 {
923 solver_body.delta_rotation =
924 Rot2::IDENTITY.nlerp(solver_body.delta_rotation, t);
925 }
926 #[cfg(feature = "3d")]
927 {
928 solver_body.delta_rotation =
929 Quat::IDENTITY.lerp(solver_body.delta_rotation, t);
930 }
931 }
932 }
933
934 // Request an additional speculative distance for any existing separated contact pair.
935 // This helps ensure the contact is detected by the discrete solver next timestep,
936 // even if the bodies ended up separated at the TOI impact.
937 //
938 // This is typically only relevant for dynamic-dynamic and dynamic-kinematic impacts
939 // where the final pose of the other shape ended up separated from the TOI impact point.
940 // In the `tumbler` example, this manifested as dynamic boxes continuously having a TOI impact
941 // against the spinning container, being effectively frozen in place with no proper
942 // velocity correction, which also caused significant overlap with other boxes.
943 if fraction < 1.0
944 && let Some(impact) = impact
945 && let Some((_edge, pair)) =
946 contact_graph.get_mut(impact.collider1, impact.collider2)
947 {
948 pair.speculative_distance = pair.speculative_distance.max(impact.distance);
949 }
950 }
951 }
952
953 diagnostics.swept_ccd += start.elapsed();
954}
955
956/// Reconstructs the sweep of a single collider for the timestep from its [`SolverBody`] deltas,
957/// as a Parry [`NonlinearRigidMotion`] with per-second velocities.
958///
959/// `collider_pos`/`collider_rot` are the collider's world pose at the start of the timestep, and
960/// `com_world` is its body's center of mass in world space. The body rotates about its center of
961/// mass, so this supports colliders offset from the body origin (i.e. child colliders).
962#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
963fn collider_sweep_motion(
964 collider_pos: RVector,
965 collider_rot: impl Into<Rot>,
966 com_world: RVector,
967 solver_body: &SolverBody,
968 inv_dt: f32,
969) -> NonlinearRigidMotion {
970 let collider_rot = collider_rot.into();
971
972 let lin_vel = solver_body.delta_position * inv_dt;
973 #[cfg(feature = "2d")]
974 let ang_vel = solver_body.delta_rotation.as_radians() * inv_dt;
975 #[cfg(feature = "3d")]
976 let ang_vel = solver_body.delta_rotation.to_scaled_axis() * inv_dt;
977
978 // The body's center of mass expressed in the collider's local frame
979 let local_center = collider_rot.inverse() * (com_world - collider_pos).f32();
980
981 NonlinearRigidMotion::new(
982 make_pose(collider_pos, collider_rot),
983 local_center.real(),
984 lin_vel.real(),
985 ang_vel.real(),
986 )
987}
988
989/// A constant (non-moving) [`NonlinearRigidMotion`] at the given pose, for static targets.
990#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
991fn static_motion(pos: RVector, rot: impl Into<Rot>) -> NonlinearRigidMotion {
992 NonlinearRigidMotion::constant_position(make_pose(pos, rot))
993}
994
995/// Returns `true` if the given motion has no linear or angular velocity.
996#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
997fn is_stationary(motion: &NonlinearRigidMotion) -> bool {
998 #[cfg(feature = "2d")]
999 let spinning = motion.angvel != 0.0;
1000 #[cfg(feature = "3d")]
1001 let spinning = motion.angvel.length_squared() != 0.0;
1002
1003 motion.linvel.length_squared() == 0.0 && !spinning
1004}
1005
1006/// Computes an upper bound on the maximum distance any point on a shape
1007/// moves during a timestep, given its linear and angular motion and its local AABB.
1008#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
1009fn max_motion_distance(
1010 motion: &NonlinearRigidMotion,
1011 local_aabb: &parry::bounding_volume::Aabb,
1012 t_max: f32,
1013) -> f32 {
1014 let linear = motion.linvel.length().f32() * t_max;
1015
1016 #[cfg(feature = "2d")]
1017 let angle = motion.angvel.abs().f32() * t_max;
1018 #[cfg(feature = "3d")]
1019 let angle = motion.angvel.length().f32() * t_max;
1020
1021 if angle == 0.0 {
1022 return linear;
1023 }
1024
1025 let offset = (local_aabb.center() - motion.local_center).abs() + local_aabb.half_extents();
1026 let radius = offset.length().f32() + linear;
1027
1028 linear + angle * radius
1029}
1030
1031#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
1032struct CcdFastShape<'a> {
1033 shape: &'a dyn parry::shape::Shape,
1034 swept_aabb: parry::bounding_volume::Aabb,
1035 local_centroid: parry::math::Vector,
1036 min_extent: parry::math::Real,
1037}
1038
1039/// Computes the time of impact at which `motion1` (sweeping `fast`) first
1040/// touches `motion2` (sweeping `shape2`), if any, using the specified `mode`.
1041///
1042/// Returns `None` if no impact is found within `min_toi`.
1043#[cfg(any(feature = "parry-f32", feature = "parry-f64"))]
1044fn compute_ccd_toi(
1045 mode: SweepMode,
1046 motion1: &NonlinearRigidMotion,
1047 fast: &CcdFastShape,
1048 motion2: &NonlinearRigidMotion,
1049 shape2: &dyn parry::shape::Shape,
1050 min_toi: f32,
1051 delta_secs: f32,
1052 linear_slop: f32,
1053) -> Option<f32> {
1054 if mode == SweepMode::NonLinear
1055 && let Some(proxy1) = ToiProxy::from_shape(fast.shape)
1056 {
1057 let max_fraction = (min_toi / delta_secs).clamp(0.0, 1.0).real();
1058 let slop = linear_slop.real();
1059 let sweep1 = Sweep::from_poses(
1060 &motion1.start,
1061 &motion1.position_at_time(delta_secs.real()),
1062 motion1.local_center,
1063 );
1064
1065 let eval_toi = |fraction: parry::math::Real| {
1066 let toi = fraction.f32() * delta_secs;
1067 (toi > 0.0 && toi < min_toi).then_some(toi)
1068 };
1069
1070 if let Some(proxy2) = ToiProxy::from_shape(shape2) {
1071 let sweep2 = Sweep::from_poses(
1072 &motion2.start,
1073 &motion2.position_at_time(delta_secs.real()),
1074 motion2.local_center,
1075 );
1076
1077 let output =
1078 sweep_time_of_impact(&proxy1, &sweep1, &proxy2, &sweep2, max_fraction, slop);
1079
1080 if output.status == SweepToiStatus::Hit && output.fraction > 0.0 {
1081 return eval_toi(output.fraction);
1082 }
1083
1084 // The shapes already overlap at the start of the timestep.
1085 // Retry against a small core ball around the fast shape's centroid.
1086 if output.fraction == 0.0 {
1087 let core = ToiProxy::point(fast.local_centroid, CORE_FRACTION * fast.min_extent);
1088 let sweep2 = Sweep::from_poses(
1089 &motion2.start,
1090 &motion2.position_at_time(delta_secs.real()),
1091 motion2.local_center,
1092 );
1093 let output =
1094 sweep_time_of_impact(&core, &sweep1, &proxy2, &sweep2, max_fraction, slop);
1095 if output.fraction > 0.0 {
1096 return eval_toi(output.fraction);
1097 }
1098 }
1099
1100 return None;
1101 }
1102
1103 // The obstacle is a composite shape. If it is stationary,
1104 // we can use Parry's composite sweep.
1105 if is_stationary(motion2) {
1106 #[cfg(feature = "2d")]
1107 let one_sided = false;
1108 #[cfg(feature = "3d")]
1109 let one_sided = matches!(
1110 shape2.as_typed_shape(),
1111 parry::shape::TypedShape::HeightField(_)
1112 );
1113
1114 if let Some(output) = sweep_time_of_impact_composite(
1115 shape2,
1116 &motion2.start,
1117 SweepCompositeFastShape {
1118 proxy: &proxy1,
1119 sweep: &sweep1,
1120 local_centroid: fast.local_centroid,
1121 min_extent: fast.min_extent,
1122 },
1123 one_sided,
1124 false,
1125 max_fraction,
1126 slop,
1127 ) {
1128 return eval_toi(output.fraction);
1129 }
1130 }
1131
1132 // Parry doesn't support sweeps against moving composite shapes,
1133 // so we have to sweep against each sub-shape individually.
1134 if let Some(composite) = shape2.as_composite_shape() {
1135 let mut local_aabb = fast.swept_aabb.transform_by(&motion2.start.inverse());
1136 let margin = max_motion_distance(motion2, &local_aabb, min_toi).real();
1137 local_aabb.mins -= parry::math::Vector::splat(margin);
1138 local_aabb.maxs += parry::math::Vector::splat(margin);
1139
1140 let mut min_toi = min_toi;
1141 let mut best_toi = None;
1142
1143 for part_id in composite.bvh().intersect_aabb(&local_aabb) {
1144 composite.map_part_at(part_id, &mut |part_pose, part_shape, _| {
1145 let part_motion = match part_pose {
1146 Some(part_pose) => motion2.prepend(*part_pose),
1147 None => *motion2,
1148 };
1149
1150 if let Some(toi) = compute_ccd_toi(
1151 mode,
1152 motion1,
1153 fast,
1154 &part_motion,
1155 part_shape,
1156 min_toi,
1157 delta_secs,
1158 linear_slop,
1159 ) {
1160 min_toi = toi;
1161 best_toi = Some(toi);
1162 }
1163 });
1164 }
1165
1166 return best_toi;
1167 }
1168 }
1169
1170 // Fall back to a slower time-of-impact query.
1171 let hit = if mode == SweepMode::Linear {
1172 cast_shapes(
1173 &motion1.start,
1174 motion1.linvel,
1175 fast.shape,
1176 &motion2.start,
1177 motion2.linvel,
1178 shape2,
1179 ShapeCastOptions {
1180 max_time_of_impact: min_toi.real(),
1181 stop_at_penetration: false,
1182 ..default()
1183 },
1184 )
1185 .ok()??
1186 } else {
1187 cast_shapes_nonlinear(
1188 motion1,
1189 fast.shape,
1190 motion2,
1191 shape2,
1192 0.0,
1193 min_toi.real(),
1194 false,
1195 )
1196 .ok()??
1197 };
1198
1199 let toi = hit.time_of_impact.f32();
1200 (toi > 0.0 && toi < min_toi).then_some(toi)
1201}