parry2d/query/contact/
contact.rs

1use crate::math::{Pose, Real, Vector};
2use core::mem;
3
4/// Geometric description of a contact between two shapes.
5///
6/// A contact represents the point(s) where two shapes touch or penetrate. This structure
7/// contains all the information needed to resolve collisions: contact points, surface normals,
8/// and penetration depth.
9///
10/// # Contact States
11///
12/// A `Contact` can represent different collision states:
13///
14/// - **Touching** (`dist ≈ 0.0`): Shapes are just barely in contact
15/// - **Penetrating** (`dist < 0.0`): Shapes are overlapping (negative distance = penetration depth)
16/// - **Separated** (`dist > 0.0`): Shapes are close but not touching (rarely used; see `closest_points` instead)
17///
18/// # Coordinate Systems
19///
20/// Contact data can be expressed in different coordinate systems:
21///
22/// - **World space**: Both shapes' transformations applied; `normal2 = -normal1`
23/// - **Local space**: Relative to one shape's coordinate system
24///
25/// # Use Cases
26///
27/// - **Physics simulation**: Compute collision response forces
28/// - **Collision resolution**: Push objects apart when penetrating
29/// - **Trigger detection**: Detect when objects touch without resolving
30///
31/// # Example
32///
33/// ```rust
34/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
35/// use parry3d::query::contact;
36/// use parry3d::shape::Ball;
37/// use parry3d::math::{Pose, Vector};
38///
39/// let ball1 = Ball::new(1.0);
40/// let ball2 = Ball::new(1.0);
41///
42/// // Overlapping balls (centers 1.5 units apart, combined radii = 2.0)
43/// let pos1 = Pose::translation(0.0, 0.0, 0.0);
44/// let pos2 = Pose::translation(1.5, 0.0, 0.0);
45///
46/// if let Ok(Some(contact)) = contact(&pos1, &ball1, &pos2, &ball2, 0.0) {
47///     // Penetration depth (negative distance)
48///     assert!(contact.dist < 0.0);
49///     println!("Penetration: {}", -contact.dist); // 0.5 units
50///
51///     // Normal points from shape 1 toward shape 2
52///     println!("Normal: {:?}", contact.normal1);
53///
54///     // Contact points are on each shape's surface
55///     println!("Vector on ball1: {:?}", contact.point1);
56///     println!("Vector on ball2: {:?}", contact.point2);
57/// }
58/// # }
59/// ```
60#[derive(Debug, PartialEq, Copy, Clone)]
61#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
62#[cfg_attr(
63    feature = "rkyv",
64    derive(rkyv::Archive, rkyv::Deserialize, rkyv::Serialize)
65)]
66pub struct Contact {
67    /// Position of the contact point on the first shape's surface.
68    ///
69    /// This is the point on shape 1 that is closest to (or penetrating into) shape 2.
70    /// Expressed in the same coordinate system as the contact (world or local space).
71    pub point1: Vector,
72
73    /// Position of the contact point on the second shape's surface.
74    ///
75    /// This is the point on shape 2 that is closest to (or penetrating into) shape 1.
76    /// When shapes are penetrating, this point may be inside shape 1.
77    pub point2: Vector,
78
79    /// Contact normal pointing outward from the first shape.
80    ///
81    /// This unit vector points from shape 1 toward shape 2, perpendicular to the
82    /// contact surface. Used to compute separation direction and collision response
83    /// forces for shape 1.
84    pub normal1: Vector,
85
86    /// Contact normal pointing outward from the second shape.
87    ///
88    /// In world space, this is always equal to `-normal1`. In local space coordinates,
89    /// it may differ due to different shape orientations.
90    pub normal2: Vector,
91
92    /// Signed distance between the two contact points.
93    ///
94    /// - **Positive**: Shapes are separated (distance between surfaces)
95    /// - **Zero**: Shapes are exactly touching
96    /// - **Negative**: Shapes are penetrating (absolute value = penetration depth)
97    ///
98    /// For collision resolution, use `-dist` as the penetration depth when `dist < 0.0`.
99    pub dist: Real,
100}
101
102impl Contact {
103    /// Creates a new contact with the given parameters.
104    ///
105    /// # Arguments
106    ///
107    /// * `point1` - Contact point on the first shape's surface
108    /// * `point2` - Contact point on the second shape's surface
109    /// * `normal1` - Unit normal pointing outward from shape 1
110    /// * `normal2` - Unit normal pointing outward from shape 2
111    /// * `dist` - Signed distance (negative = penetration depth)
112    ///
113    /// # Example
114    ///
115    /// ```
116    /// # #[cfg(all(feature = "dim3", feature = "f32"))] {
117    /// use parry3d::query::Contact;
118    /// use parry3d::math::Vector;
119    ///
120    /// // Create a contact representing two spheres touching
121    /// let point1 = Vector::new(1.0, 0.0, 0.0);
122    /// let point2 = Vector::new(2.0, 0.0, 0.0);
123    /// let normal1 = Vector::new(1.0, 0.0, 0.0).normalize();
124    /// let normal2 = Vector::new(-1.0, 0.0, 0.0).normalize();
125    ///
126    /// let contact = Contact::new(point1, point2, normal1, normal2, 0.0);
127    /// assert_eq!(contact.dist, 0.0); // Touching, not penetrating
128    /// # }
129    /// ```
130    #[inline]
131    pub fn new(
132        point1: Vector,
133        point2: Vector,
134        normal1: Vector,
135        normal2: Vector,
136        dist: Real,
137    ) -> Self {
138        Contact {
139            point1,
140            point2,
141            normal1,
142            normal2,
143            dist,
144        }
145    }
146}
147
148impl Contact {
149    /// Swaps the points and normals of this contact.
150    #[inline]
151    pub fn flip(&mut self) {
152        mem::swap(&mut self.point1, &mut self.point2);
153        mem::swap(&mut self.normal1, &mut self.normal2);
154    }
155
156    /// Returns a new contact containing the swapped points and normals of `self`.
157    #[inline]
158    pub fn flipped(mut self) -> Self {
159        self.flip();
160        self
161    }
162
163    /// Transform the points and normals from this contact by
164    /// the given transformations.
165    #[inline]
166    pub fn transform_by_mut(&mut self, pos1: &Pose, pos2: &Pose) {
167        self.point1 = pos1 * self.point1;
168        self.point2 = pos2 * self.point2;
169        self.normal1 = pos1.rotation * self.normal1;
170        self.normal2 = pos2.rotation * self.normal2;
171    }
172
173    /// Transform `self.point1` and `self.normal1` by the `pos`.
174    pub fn transform1_by_mut(&mut self, pos: &Pose) {
175        self.point1 = pos * self.point1;
176        self.normal1 = pos.rotation * self.normal1;
177    }
178}