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Box2D-0.1.0.0: upstream/src/distance.c

// SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-License-Identifier: MIT

#include "core.h"

#include "box2d/collision.h"
#include "box2d/constants.h"
#include "box2d/math_functions.h"

#include <float.h>
#include <stddef.h>

b2Transform b2GetSweepTransform( const b2Sweep* sweep, float time )
{
	// https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
	b2Transform xf;
	xf.p = b2Add( b2MulSV( 1.0f - time, sweep->c1 ), b2MulSV( time, sweep->c2 ) );

	b2Rot q = {
		( 1.0f - time ) * sweep->q1.c + time * sweep->q2.c,
		( 1.0f - time ) * sweep->q1.s + time * sweep->q2.s,
	};

	xf.q = b2NormalizeRot( q );

	// Shift to origin
	xf.p = b2Sub( xf.p, b2RotateVector( xf.q, sweep->localCenter ) );
	return xf;
}

/// Follows Ericson 5.1.9 Closest Points of Two Line Segments
b2SegmentDistanceResult b2ComputeSegmentDistance( b2Vec2 p1, b2Vec2 q1, b2Vec2 p2, b2Vec2 q2 )
{
	b2SegmentDistanceResult result = { 0 };

	b2Vec2 d1 = b2Sub( q1, p1 );
	b2Vec2 d2 = b2Sub( q2, p2 );
	b2Vec2 r = b2Sub( p1, p2 );
	float dd1 = b2Dot( d1, d1 );
	float dd2 = b2Dot( d2, d2 );
	float rd1 = b2Dot( r, d1 );
	float rd2 = b2Dot( r, d2 );

	const float epsSqr = FLT_EPSILON * FLT_EPSILON;

	if ( dd1 < epsSqr || dd2 < epsSqr )
	{
		// Handle all degeneracies
		if ( dd1 >= epsSqr )
		{
			// Segment 2 is degenerate
			result.fraction1 = b2ClampFloat( -rd1 / dd1, 0.0f, 1.0f );
			result.fraction2 = 0.0f;
		}
		else if ( dd2 >= epsSqr )
		{
			// Segment 1 is degenerate
			result.fraction1 = 0.0f;
			result.fraction2 = b2ClampFloat( rd2 / dd2, 0.0f, 1.0f );
		}
		else
		{
			result.fraction1 = 0.0f;
			result.fraction2 = 0.0f;
		}
	}
	else
	{
		// Non-degenerate segments
		float d12 = b2Dot( d1, d2 );

		float denominator = dd1 * dd2 - d12 * d12;

		// Fraction on segment 1
		float f1 = 0.0f;
		if ( denominator != 0.0f )
		{
			// not parallel
			f1 = b2ClampFloat( ( d12 * rd2 - rd1 * dd2 ) / denominator, 0.0f, 1.0f );
		}

		// Compute point on segment 2 closest to p1 + f1 * d1
		float f2 = ( d12 * f1 + rd2 ) / dd2;

		// Clamping of segment 2 requires a do over on segment 1
		if ( f2 < 0.0f )
		{
			f2 = 0.0f;
			f1 = b2ClampFloat( -rd1 / dd1, 0.0f, 1.0f );
		}
		else if ( f2 > 1.0f )
		{
			f2 = 1.0f;
			f1 = b2ClampFloat( ( d12 - rd1 ) / dd1, 0.0f, 1.0f );
		}

		result.fraction1 = f1;
		result.fraction2 = f2;
	}

	result.closest1 = b2MulAdd( p1, result.fraction1, d1 );
	result.closest2 = b2MulAdd( p2, result.fraction2, d2 );
	result.distanceSquared = b2DistanceSquared( result.closest1, result.closest2 );
	return result;
}

b2ShapeProxy b2MakeProxy( const b2Vec2* points, int count, float radius )
{
	count = b2MinInt( count, B2_MAX_POLYGON_VERTICES );
	b2ShapeProxy proxy;
	for ( int i = 0; i < count; ++i )
	{
		proxy.points[i] = points[i];
	}
	proxy.count = count;
	proxy.radius = radius;
	return proxy;
}

b2ShapeProxy b2MakeOffsetProxy( const b2Vec2* points, int count, float radius, b2Vec2 position, b2Rot rotation )
{
	count = b2MinInt( count, B2_MAX_POLYGON_VERTICES );
	b2Transform transform = {
		.p = position,
		.q = rotation,
	};
	b2ShapeProxy proxy;
	for ( int i = 0; i < count; ++i )
	{
		proxy.points[i] = b2TransformPoint( transform, points[i] );
	}
	proxy.count = count;
	proxy.radius = radius;
	return proxy;
}

static inline b2Vec2 b2Weight2( float a1, b2Vec2 w1, float a2, b2Vec2 w2 )
{
	return (b2Vec2){ a1 * w1.x + a2 * w2.x, a1 * w1.y + a2 * w2.y };
}

static inline b2Vec2 b2Weight3( float a1, b2Vec2 w1, float a2, b2Vec2 w2, float a3, b2Vec2 w3 )
{
	return (b2Vec2){ a1 * w1.x + a2 * w2.x + a3 * w3.x, a1 * w1.y + a2 * w2.y + a3 * w3.y };
}

static inline int b2FindSupport( const b2ShapeProxy* proxy, b2Vec2 direction )
{
	const b2Vec2* points = proxy->points;
	int count = proxy->count;

	int bestIndex = 0;
	float bestValue = b2Dot( points[0], direction );
	for ( int i = 1; i < count; ++i )
	{
		float value = b2Dot( points[i], direction );
		if ( value > bestValue )
		{
			bestIndex = i;
			bestValue = value;
		}
	}

	return bestIndex;
}

static b2Simplex b2MakeSimplexFromCache( b2SimplexCache cache, const b2ShapeProxy* proxyA, const b2ShapeProxy* proxyB )
{
	B2_ASSERT( cache.count <= 3 );
	b2Simplex s;

	// Copy data from cache.
	s.count = cache.count;

	b2SimplexVertex* vertices[] = { &s.v1, &s.v2, &s.v3 };
	for ( int i = 0; i < s.count; ++i )
	{
		b2SimplexVertex* v = vertices[i];
		v->indexA = cache.indexA[i];
		v->indexB = cache.indexB[i];
		v->wA = proxyA->points[v->indexA];
		v->wB = proxyB->points[v->indexB];
		v->w = b2Sub( v->wA, v->wB );

		// invalid
		v->a = -1.0f;
	}

	// If the cache is empty or invalid ...
	if ( s.count == 0 )
	{
		b2SimplexVertex* v = vertices[0];
		v->indexA = 0;
		v->indexB = 0;
		v->wA = proxyA->points[0];
		v->wB = proxyB->points[0];
		v->w = b2Sub( v->wA, v->wB );
		v->a = 1.0f;
		s.count = 1;
	}

	return s;
}

static b2SimplexCache b2MakeSimplexCache( const b2Simplex* simplex )
{
	b2SimplexCache cache = { 0 };
	cache.count = (uint16_t)simplex->count;
	const b2SimplexVertex* vertices[] = { &simplex->v1, &simplex->v2, &simplex->v3 };
	for ( int i = 0; i < simplex->count; ++i )
	{
		cache.indexA[i] = (uint8_t)vertices[i]->indexA;
		cache.indexB[i] = (uint8_t)vertices[i]->indexB;
	}

	return cache;
}

static void b2ComputeWitnessPoints( const b2Simplex* s, b2Vec2* a, b2Vec2* b )
{
	switch ( s->count )
	{
		case 1:
			*a = s->v1.wA;
			*b = s->v1.wB;
			break;

		case 2:
			*a = b2Weight2( s->v1.a, s->v1.wA, s->v2.a, s->v2.wA );
			*b = b2Weight2( s->v1.a, s->v1.wB, s->v2.a, s->v2.wB );
			break;

		case 3:
			*a = b2Weight3( s->v1.a, s->v1.wA, s->v2.a, s->v2.wA, s->v3.a, s->v3.wA );
			// todo why are these not equal?
			//*b = b2Weight3(s->v1.a, s->v1.wB, s->v2.a, s->v2.wB, s->v3.a, s->v3.wB);
			*b = *a;
			break;

		default:
			*a = b2Vec2_zero;
			*b = b2Vec2_zero;
			B2_ASSERT( false );
			break;
	}
}

// Solve a line segment using barycentric coordinates.
//
// p = a1 * w1 + a2 * w2
// a1 + a2 = 1
//
// The vector from the origin to the closest point on the line is
// perpendicular to the line.
// e12 = w2 - w1
// dot(p, e) = 0
// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
//
// 2-by-2 linear system
// [1      1     ][a1] = [1]
// [w1.e12 w2.e12][a2] = [0]
//
// Define
// d12_1 =  dot(w2, e12)
// d12_2 = -dot(w1, e12)
// d12 = d12_1 + d12_2
//
// Solution
// a1 = d12_1 / d12
// a2 = d12_2 / d12
//
// returns a vector that points towards the origin
static b2Vec2 b2SolveSimplex2( b2Simplex* s )
{
	b2Vec2 w1 = s->v1.w;
	b2Vec2 w2 = s->v2.w;
	b2Vec2 e12 = b2Sub( w2, w1 );

	// w1 region
	float d12_2 = -b2Dot( w1, e12 );
	if ( d12_2 <= 0.0f )
	{
		// a2 <= 0, so we clamp it to 0
		s->v1.a = 1.0f;
		s->count = 1;
		return b2Neg( w1 );
	}

	// w2 region
	float d12_1 = b2Dot( w2, e12 );
	if ( d12_1 <= 0.0f )
	{
		// a1 <= 0, so we clamp it to 0
		s->v2.a = 1.0f;
		s->count = 1;
		s->v1 = s->v2;
		return b2Neg( w2 );
	}

	// Must be in e12 region.
	float inv_d12 = 1.0f / ( d12_1 + d12_2 );
	s->v1.a = d12_1 * inv_d12;
	s->v2.a = d12_2 * inv_d12;
	s->count = 2;
	return b2CrossSV( b2Cross( b2Add( w1, w2 ), e12 ), e12 );
}

static b2Vec2 b2SolveSimplex3( b2Simplex* s )
{
	b2Vec2 w1 = s->v1.w;
	b2Vec2 w2 = s->v2.w;
	b2Vec2 w3 = s->v3.w;

	// Edge12
	// [1      1     ][a1] = [1]
	// [w1.e12 w2.e12][a2] = [0]
	// a3 = 0
	b2Vec2 e12 = b2Sub( w2, w1 );
	float w1e12 = b2Dot( w1, e12 );
	float w2e12 = b2Dot( w2, e12 );
	float d12_1 = w2e12;
	float d12_2 = -w1e12;

	// Edge13
	// [1      1     ][a1] = [1]
	// [w1.e13 w3.e13][a3] = [0]
	// a2 = 0
	b2Vec2 e13 = b2Sub( w3, w1 );
	float w1e13 = b2Dot( w1, e13 );
	float w3e13 = b2Dot( w3, e13 );
	float d13_1 = w3e13;
	float d13_2 = -w1e13;

	// Edge23
	// [1      1     ][a2] = [1]
	// [w2.e23 w3.e23][a3] = [0]
	// a1 = 0
	b2Vec2 e23 = b2Sub( w3, w2 );
	float w2e23 = b2Dot( w2, e23 );
	float w3e23 = b2Dot( w3, e23 );
	float d23_1 = w3e23;
	float d23_2 = -w2e23;

	// Triangle123
	float n123 = b2Cross( e12, e13 );

	float d123_1 = n123 * b2Cross( w2, w3 );
	float d123_2 = n123 * b2Cross( w3, w1 );
	float d123_3 = n123 * b2Cross( w1, w2 );

	// w1 region
	if ( d12_2 <= 0.0f && d13_2 <= 0.0f )
	{
		s->v1.a = 1.0f;
		s->count = 1;
		return b2Neg( w1 );
	}

	// e12
	if ( d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f )
	{
		float inv_d12 = 1.0f / ( d12_1 + d12_2 );
		s->v1.a = d12_1 * inv_d12;
		s->v2.a = d12_2 * inv_d12;
		s->count = 2;
		return b2CrossSV( b2Cross( b2Add( w1, w2 ), e12 ), e12 );
	}

	// e13
	if ( d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f )
	{
		float inv_d13 = 1.0f / ( d13_1 + d13_2 );
		s->v1.a = d13_1 * inv_d13;
		s->v3.a = d13_2 * inv_d13;
		s->count = 2;
		s->v2 = s->v3;
		return b2CrossSV( b2Cross( b2Add( w1, w3 ), e13 ), e13 );
	}

	// w2 region
	if ( d12_1 <= 0.0f && d23_2 <= 0.0f )
	{
		s->v2.a = 1.0f;
		s->count = 1;
		s->v1 = s->v2;
		return b2Neg( w2 );
	}

	// w3 region
	if ( d13_1 <= 0.0f && d23_1 <= 0.0f )
	{
		s->v3.a = 1.0f;
		s->count = 1;
		s->v1 = s->v3;
		return b2Neg( w3 );
	}

	// e23
	if ( d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f )
	{
		float inv_d23 = 1.0f / ( d23_1 + d23_2 );
		s->v2.a = d23_1 * inv_d23;
		s->v3.a = d23_2 * inv_d23;
		s->count = 2;
		s->v1 = s->v3;
		return b2CrossSV( b2Cross( b2Add( w2, w3 ), e23 ), e23 );
	}

	// Must be in triangle123
	float inv_d123 = 1.0f / ( d123_1 + d123_2 + d123_3 );
	s->v1.a = d123_1 * inv_d123;
	s->v2.a = d123_2 * inv_d123;
	s->v3.a = d123_3 * inv_d123;
	s->count = 3;

	// No search direction
	return b2Vec2_zero;
}

// Uses GJK for computing the distance between convex shapes.
// https://box2d.org/files/ErinCatto_GJK_GDC2010.pdf
// I spent time optimizing this and could find no further significant gains 3/30/2025
b2DistanceOutput b2ComputeShapeDistance( const b2DistanceInput* input, b2SimplexCache* cache, b2Simplex* simplexes, int simplexCapacity )
{
	B2_UNUSED( simplexes, simplexCapacity );
	B2_ASSERT( input->proxyA.count > 0 && input->proxyB.count > 0 );
	B2_ASSERT( input->proxyA.radius >= 0.0f );
	B2_ASSERT( input->proxyB.radius >= 0.0f );

	b2DistanceOutput output = { 0 };

	const b2ShapeProxy* proxyA = &input->proxyA;

	// Get proxyB in frame A to avoid further transforms in the main loop.
	// This is still a performance gain at 8 points.
	b2ShapeProxy localProxyB;
	{
		localProxyB.count = input->proxyB.count;
		localProxyB.radius = input->proxyB.radius;
		for ( int i = 0; i < localProxyB.count; ++i )
		{
			localProxyB.points[i] = b2TransformPoint( input->transform, input->proxyB.points[i] );
		}
	}

	// Initialize the simplex.
	b2Simplex simplex = b2MakeSimplexFromCache( *cache, proxyA, &localProxyB );

	int simplexIndex = 0;
	if ( simplexes != NULL && simplexIndex < simplexCapacity )
	{
		simplexes[simplexIndex] = simplex;
		simplexIndex += 1;
	}

	// Get simplex vertices as an array.
	b2SimplexVertex* vertices[] = { &simplex.v1, &simplex.v2, &simplex.v3 };

	b2Vec2 nonUnitNormal = b2Vec2_zero;

	// These store the vertices of the last simplex so that we can check for duplicates and prevent cycling.
	int saveA[3], saveB[3];

	// Main iteration loop. All computations are done in frame A.
	const int maxIterations = 20;
	int iteration = 0;
	while ( iteration < maxIterations )
	{
		// Copy simplex so we can identify duplicates.
		int saveCount = simplex.count;
		for ( int i = 0; i < saveCount; ++i )
		{
			saveA[i] = vertices[i]->indexA;
			saveB[i] = vertices[i]->indexB;
		}

		b2Vec2 d = { 0 };
		switch ( simplex.count )
		{
			case 1:
				d = b2Neg( simplex.v1.w );
				break;

			case 2:
				d = b2SolveSimplex2( &simplex );
				break;

			case 3:
				d = b2SolveSimplex3( &simplex );
				break;

			default:
				B2_ASSERT( false );
		}

		// If we have 3 points, then the origin is in the corresponding triangle.
		if ( simplex.count == 3 )
		{
			// Overlap
			*cache = b2MakeSimplexCache( &simplex );
			b2Vec2 localPointA, localPointB;
			b2ComputeWitnessPoints( &simplex, &localPointA, &localPointB );
			output.distance = 0.0f;
			output.pointA = localPointA;
			output.pointB = localPointB;
			return output;
		}

#ifndef NDEBUG
		if ( simplexes != NULL && simplexIndex < simplexCapacity )
		{
			simplexes[simplexIndex] = simplex;
			simplexIndex += 1;
		}
#endif

		// Ensure the search direction is numerically fit.
		if ( b2Dot( d, d ) < 1000.0f * FLT_MIN )
		{
			// This is unlikely but could lead to bad cycling.
			// The branch predictor seems to make this check have low cost.

			// The origin is probably contained by a line segment
			// or triangle. Thus the shapes are overlapped.

			*cache = b2MakeSimplexCache( &simplex );

			// Must return overlap due to invalid normal.
			b2Vec2 localPointA, localPointB;
			b2ComputeWitnessPoints( &simplex, &localPointA, &localPointB );
			output.distance = 0.0f;
			output.pointA = localPointA;
			output.pointB = localPointB;
			return output;
		}

		// Save the normal
		nonUnitNormal = d;

		// Compute a tentative new simplex vertex using support points.
		// support = support(a, d) - support(b, -d)
		b2SimplexVertex* vertex = vertices[simplex.count];
		vertex->indexA = b2FindSupport( proxyA, d );
		vertex->wA = proxyA->points[vertex->indexA];
		vertex->indexB = b2FindSupport( &localProxyB, b2Neg( d ) );
		vertex->wB = localProxyB.points[vertex->indexB];
		vertex->w = b2Sub( vertex->wA, vertex->wB );

		// Iteration count is equated to the number of support point calls.
		++iteration;

		// Check for duplicate support points. This is the main termination criteria.
		bool duplicate = false;
		for ( int i = 0; i < saveCount; ++i )
		{
			if ( vertex->indexA == saveA[i] && vertex->indexB == saveB[i] )
			{
				duplicate = true;
				break;
			}
		}

		// If we found a duplicate support point we must exit to avoid cycling.
		if ( duplicate )
		{
			break;
		}

		// New vertex is valid and needed.
		simplex.count += 1;
	}

#ifndef NDEBUG
	if ( simplexes != NULL && simplexIndex < simplexCapacity )
	{
		simplexes[simplexIndex] = simplex;
		simplexIndex += 1;
	}
#endif

	// Prepare output in frame A
	b2Vec2 normal = b2Normalize( nonUnitNormal );
	B2_ASSERT( b2IsNormalized( normal ) );

	b2Vec2 localPointA, localPointB;
	b2ComputeWitnessPoints( &simplex, &localPointA, &localPointB );
	output.normal = normal;
	output.distance = b2Distance( localPointA, localPointB );
	output.pointA = localPointA;
	output.pointB = localPointB;
	output.iterations = iteration;
	output.simplexCount = simplexIndex;

	// Cache the simplex
	*cache = b2MakeSimplexCache( &simplex );

	// Apply radii if requested
	if ( input->useRadii )
	{
		float radiusA = input->proxyA.radius;
		float radiusB = input->proxyB.radius;
		output.distance = b2MaxFloat( 0.0f, output.distance - radiusA - radiusB );

		// Keep closest points on perimeter even if overlapped, this way the points move smoothly.
		output.pointA = b2MulAdd( output.pointA, radiusA, normal );
		output.pointB = b2MulSub( output.pointB, radiusB, normal );
	}

	return output;
}

// Shape cast using conservative advancement
b2CastOutput b2CastShape( const b2ShapeCastPairInput* input )
{
	// Compute tolerance
	float linearSlop = B2_LINEAR_SLOP;
	float totalRadius = input->proxyA.radius + input->proxyB.radius;
	float target = b2MaxFloat( linearSlop, totalRadius - linearSlop );
	float tolerance = 0.25f * linearSlop;

	B2_ASSERT( target > tolerance );

	// Prepare input for distance query
	b2SimplexCache cache = { 0 };

	float fraction = 0.0f;

	b2DistanceInput distanceInput = { 0 };
	distanceInput.proxyA = input->proxyA;
	distanceInput.proxyB = input->proxyB;
	distanceInput.useRadii = false;

	// The whole cast runs in frame A. Advance the relative pose of B in float each iteration,
	// which keeps the math near the local origin and avoids re-relativizing world poses.
	distanceInput.transform = input->transform;

	b2Vec2 delta2 = input->translationB;
	b2CastOutput output = { 0 };

	int iteration = 0;
	const int maxIterations = 20;

	for ( ; iteration < maxIterations; ++iteration )
	{
		output.iterations += 1;

		b2DistanceOutput distanceOutput = b2ComputeShapeDistance( &distanceInput, &cache, NULL, 0 );

		if ( distanceOutput.distance < target + tolerance )
		{
			if ( iteration == 0 )
			{
				if ( input->canEncroach && distanceOutput.distance > 2.0f * linearSlop )
				{
					target = distanceOutput.distance - linearSlop;
				}
				else
				{
					// Initial overlap
					output.hit = true;

					// Compute a common point
					b2Vec2 c1 = b2MulAdd( distanceOutput.pointA, input->proxyA.radius, distanceOutput.normal );
					b2Vec2 c2 = b2MulAdd( distanceOutput.pointB, -input->proxyB.radius, distanceOutput.normal );
					output.point = b2Lerp( c1, c2, 0.5f );
					return output;
				}
			}
			else
			{
				// Regular hit
				B2_ASSERT( distanceOutput.distance > 0.0f && b2IsNormalized( distanceOutput.normal ) );
				output.fraction = fraction;
				output.point = b2MulAdd( distanceOutput.pointA, input->proxyA.radius, distanceOutput.normal );
				output.normal = distanceOutput.normal;
				output.hit = true;
				return output;
			}
		}

		B2_ASSERT( distanceOutput.distance > 0.0f );
		B2_ASSERT( b2IsNormalized( distanceOutput.normal ) );

		// Check if shapes are approaching each other
		float denominator = b2Dot( delta2, distanceOutput.normal );
		if ( denominator >= 0.0f )
		{
			// Miss
			return output;
		}

		// Advance sweep
		fraction += ( target - distanceOutput.distance ) / denominator;
		if ( fraction >= input->maxFraction )
		{
			// Miss
			return output;
		}

		distanceInput.transform.p = b2MulAdd( input->transform.p, fraction, delta2 );
	}

	// Failure!
	return output;
}

// Note: the code below is experimental and probably broken
#if 0

static inline b2Vec2 b2ComputeSimplexClosestPoint( const b2Simplex* s )
{
	if ( s->count == 1 )
	{
		return s->v1.w;
	}

	if ( s->count == 2 )
	{
		return b2Weight2( s->v1.a, s->v1.w, s->v2.a, s->v2.w );
	}

	return b2Vec2_zero;
}

typedef struct b2ShapeCastData
{
	b2Simplex simplex;
	b2Vec2 closestA, closestB;
	b2Vec2 normal;
	b2Vec2 p0;
	float fraction;
} b2ShapeCastData;

// GJK-raycast
// Algorithm by Gino van den Bergen.
// "Smooth Mesh Contacts with GJK" in Game Physics Pearls. 2010
// This needs the simplex of A - B because the translation is for B and this
// is how the relative motion works out when both shapes are translating.
// This is similar to ray vs polygon and involves plane clipping. See b2CastRayPolygon.
// In this case the polygon is just points and there are no planes. This uses a modified
// version of GJK to generate planes for clipping.
// The algorithm works by incrementally building clipping planes using GJK. Once a valid
// clip plane is found the simplex origin is moved to the current fraction on the ray.
// This resets the simplex after every clip. Later I should compare performance.
// However, adapting this to work with encroachment is tricky and confusing because encroachment
// needs distance.
// Note: this algorithm is difficult to debug and not worth the effort in my opinion 4/1/2025
b2CastOutput b2ShapeCastMerged( const b2ShapeCastPairInput* input, b2ShapeCastData* debugData, int debugCapacity )
{
	B2_UNUSED( debugData, debugCapacity );

	b2CastOutput output = { 0 };
	output.fraction = input->maxFraction;

	b2ShapeProxy proxyA = input->proxyA;

	b2Transform xf = input->transform;

	// Put proxyB in proxyA's frame to reduce round-off error
	b2ShapeProxy proxyB;
	proxyB.count = input->proxyB.count;
	proxyB.radius = input->proxyB.radius;
	B2_ASSERT( proxyB.count <= B2_MAX_POLYGON_VERTICES );

	for ( int i = 0; i < proxyB.count; ++i )
	{
		proxyB.points[i] = b2TransformPoint( xf, input->proxyB.points[i] );
	}

	float radius = proxyA.radius + proxyB.radius;

	b2Vec2 r = input->translationB;
	float lambda = 0.0f;
	float maxFraction = input->maxFraction;

	// Initial simplex
	b2Simplex simplex;
	simplex.count = 0;

	// Get simplex vertices as an array.
	b2SimplexVertex* vertices[] = { &simplex.v1, &simplex.v2, &simplex.v3 };

	// Get an initial point in A - B
	b2Vec2 wA = proxyA.points[0];
	b2Vec2 wB = proxyB.points[0];
	b2Vec2 v = b2Sub( wA, wB );
	b2Vec2 d = b2Neg( v );

	// Sigma is the target distance between proxies
	const float linearSlop = B2_LINEAR_SLOP;
	const float sigma = b2MaxFloat( linearSlop, radius - linearSlop );
	float tolerance = 0.5f * linearSlop;
	float stolSquared = ( sigma + tolerance ) * ( sigma + tolerance );

	// Main iteration loop.
	const int maxIterations = 20;
	int iteration = 0;
	while ( iteration < maxIterations && b2LengthSquared( v ) > stolSquared )
	{
		B2_ASSERT( simplex.count < 3 );

		// Support in direction d (A - B)
		int indexA = b2FindSupport( &proxyA, d );
		wA = proxyA.points[indexA];
		int indexB = b2FindSupport( &proxyB, b2Neg( d ) );
		wB = proxyB.points[indexB];
		b2Vec2 p0 = b2Sub( wA, wB );

		// d is a normal at p, normalize to work with sigma
		b2Vec2 normal = b2Normalize( d );

		// Intersect ray with plane
		// p = origin + t * r
		// dot(n, p - p0) = sigma
		// dot(n, origin - p0) + t * dot(n, r) = sigma
		// t = ( dot(n, p0) + sigma) / dot(n, r)
		// if t < (dot(n, p0) + sigma) / dot(n, r) then t can be increased
		// or (flipping sign because dot(n,r) < 0)
		// dot(n, p0) + sigma < t * dot(n, r) && dot(n, r) < 0
		float np0 = b2Dot( normal, p0 );
		float nr = b2Dot( normal, r );
		if ( np0 + sigma < lambda * nr )
		{
			if ( nr >= 0.0f )
			{
				// miss
				return output;
			}

			lambda = ( np0 + sigma ) / nr;
			if ( lambda > maxFraction )
			{
				// too far
				return output;
			}

			// reset the simplex
			simplex.count = 0;
		}

		// Shift by lambda * r because we want the closest point to the current clip point.
		// Note that the support point p is not shifted because we want the plane equation
		// to be formed in un-shifted space.
		b2SimplexVertex* vertex = vertices[simplex.count];
		vertex->indexA = indexB;
		vertex->wA = wA;
		vertex->indexB = indexA;
		vertex->wB = (b2Vec2){ wB.x + lambda * r.x, wB.y + lambda * r.y };
		vertex->w = b2Sub( vertex->wA, vertex->wB );
		vertex->a = 1.0f;
		simplex.count += 1;

		switch ( simplex.count )
		{
			case 1:
				d = b2Neg( simplex.v1.w );
				break;

			case 2:
				d = b2SolveSimplex2( &simplex );
				break;

			case 3:
				d = b2SolveSimplex3( &simplex );
				break;

			default:
				B2_ASSERT( false );
		}

#ifndef NDEBUG
		if ( debugData != NULL && output.iterations < debugCapacity )
		{
			debugData[output.iterations].simplex = simplex;
			debugData[output.iterations].normal = normal;
			debugData[output.iterations].p0 = p0;
			b2Vec2 cA, cB;
			b2ComputeSimplexWitnessPoints( &cA, &cB, &simplex );
			debugData[output.iterations].closestA = cA;
			debugData[output.iterations].closestB = cB;
			debugData[output.iterations].fraction = lambda;
		}
#endif

		output.iterations += 1;

		// If we have 3 points, then the origin is in the corresponding triangle.
		if ( simplex.count == 3 )
		{
			// Overlap
			return output;
		}

		// Get distance vector
		v = b2ComputeSimplexClosestPoint( &simplex );

		// Iteration count is equated to the number of support point calls.
		++iteration;
	}

	if ( iteration == 0 || lambda == 0.0f )
	{
		// Initial overlap
		return output;
	}

	// Prepare output.
	b2Vec2 pointA, pointB;
	b2ComputeSimplexWitnessPoints( &pointB, &pointA, &simplex );

	b2Vec2 n = b2Normalize( b2Neg( v ) );
	b2Vec2 point = { pointA.x + proxyA.radius * n.x, pointA.y + proxyA.radius * n.y };

	// Results stay in frame A, matching b2CastShape
	output.point = point;
	output.normal = n;
	output.fraction = lambda;
	output.iterations = iteration;
	output.hit = true;
	return output;
}
#endif

// Warning: writing to these globals significantly slows multithreading performance
#if B2_SNOOP_TOI_COUNTERS
float b2_toiTime, b2_toiMaxTime;
int b2_toiCalls, b2_toiDistanceIterations, b2_toiMaxDistanceIterations;
int b2_toiRootIterations, b2_toiMaxRootIterations;
int b2_toiFailedCount;
int b2_toiOverlappedCount;
int b2_toiHitCount;
int b2_toiSeparatedCount;
#endif

typedef enum b2SeparationType
{
	b2_pointsType,
	b2_faceAType,
	b2_faceBType
} b2SeparationType;

typedef struct b2SeparationFunction
{
	const b2ShapeProxy* proxyA;
	const b2ShapeProxy* proxyB;
	b2Sweep sweepA, sweepB;
	b2Vec2 localPoint;
	b2Vec2 axis;
	b2SeparationType type;
} b2SeparationFunction;

static b2SeparationFunction b2MakeSeparationFunction( b2SimplexCache cache, const b2ShapeProxy* proxyA, const b2Sweep* sweepA,
													  const b2ShapeProxy* proxyB, const b2Sweep* sweepB, float t1 )
{
	b2SeparationFunction f;

	f.proxyA = proxyA;
	f.proxyB = proxyB;
	int count = cache.count;
	B2_ASSERT( 0 < count && count < 3 );

	f.sweepA = *sweepA;
	f.sweepB = *sweepB;

	b2Transform xfA = b2GetSweepTransform( sweepA, t1 );
	b2Transform xfB = b2GetSweepTransform( sweepB, t1 );

	if ( count == 1 )
	{
		f.type = b2_pointsType;
		b2Vec2 localPointA = proxyA->points[cache.indexA[0]];
		b2Vec2 localPointB = proxyB->points[cache.indexB[0]];
		b2Vec2 pointA = b2TransformPoint( xfA, localPointA );
		b2Vec2 pointB = b2TransformPoint( xfB, localPointB );
		f.axis = b2Normalize( b2Sub( pointB, pointA ) );
		f.localPoint = b2Vec2_zero;
		return f;
	}

	if ( cache.indexA[0] == cache.indexA[1] )
	{
		// Two points on B and one on A.
		f.type = b2_faceBType;
		b2Vec2 localPointB1 = proxyB->points[cache.indexB[0]];
		b2Vec2 localPointB2 = proxyB->points[cache.indexB[1]];

		f.axis = b2CrossVS( b2Sub( localPointB2, localPointB1 ), 1.0f );
		f.axis = b2Normalize( f.axis );
		b2Vec2 normal = b2RotateVector( xfB.q, f.axis );

		f.localPoint = (b2Vec2){ 0.5f * ( localPointB1.x + localPointB2.x ), 0.5f * ( localPointB1.y + localPointB2.y ) };
		b2Vec2 pointB = b2TransformPoint( xfB, f.localPoint );

		b2Vec2 localPointA = proxyA->points[cache.indexA[0]];
		b2Vec2 pointA = b2TransformPoint( xfA, localPointA );

		float s = b2Dot( b2Sub( pointA, pointB ), normal );
		if ( s < 0.0f )
		{
			f.axis = b2Neg( f.axis );
		}
		return f;
	}

	// Two points on A and one or two points on B.
	f.type = b2_faceAType;
	b2Vec2 localPointA1 = proxyA->points[cache.indexA[0]];
	b2Vec2 localPointA2 = proxyA->points[cache.indexA[1]];

	f.axis = b2CrossVS( b2Sub( localPointA2, localPointA1 ), 1.0f );
	f.axis = b2Normalize( f.axis );
	b2Vec2 normal = b2RotateVector( xfA.q, f.axis );

	f.localPoint = (b2Vec2){ 0.5f * ( localPointA1.x + localPointA2.x ), 0.5f * ( localPointA1.y + localPointA2.y ) };
	b2Vec2 pointA = b2TransformPoint( xfA, f.localPoint );

	b2Vec2 localPointB = proxyB->points[cache.indexB[0]];
	b2Vec2 pointB = b2TransformPoint( xfB, localPointB );

	float s = b2Dot( b2Sub( pointB, pointA ), normal );
	if ( s < 0.0f )
	{
		f.axis = b2Neg( f.axis );
	}
	return f;
}

static float b2FindMinSeparation( const b2SeparationFunction* f, int* indexA, int* indexB, float t )
{
	b2Transform xfA = b2GetSweepTransform( &f->sweepA, t );
	b2Transform xfB = b2GetSweepTransform( &f->sweepB, t );

	switch ( f->type )
	{
		case b2_pointsType:
		{
			b2Vec2 axisA = b2InvRotateVector( xfA.q, f->axis );
			b2Vec2 axisB = b2InvRotateVector( xfB.q, b2Neg( f->axis ) );

			*indexA = b2FindSupport( f->proxyA, axisA );
			*indexB = b2FindSupport( f->proxyB, axisB );

			b2Vec2 localPointA = f->proxyA->points[*indexA];
			b2Vec2 localPointB = f->proxyB->points[*indexB];

			b2Vec2 pointA = b2TransformPoint( xfA, localPointA );
			b2Vec2 pointB = b2TransformPoint( xfB, localPointB );

			float separation = b2Dot( b2Sub( pointB, pointA ), f->axis );
			return separation;
		}

		case b2_faceAType:
		{
			b2Vec2 normal = b2RotateVector( xfA.q, f->axis );
			b2Vec2 pointA = b2TransformPoint( xfA, f->localPoint );

			b2Vec2 axisB = b2InvRotateVector( xfB.q, b2Neg( normal ) );

			*indexA = -1;
			*indexB = b2FindSupport( f->proxyB, axisB );

			b2Vec2 localPointB = f->proxyB->points[*indexB];
			b2Vec2 pointB = b2TransformPoint( xfB, localPointB );

			float separation = b2Dot( b2Sub( pointB, pointA ), normal );
			return separation;
		}

		case b2_faceBType:
		{
			b2Vec2 normal = b2RotateVector( xfB.q, f->axis );
			b2Vec2 pointB = b2TransformPoint( xfB, f->localPoint );

			b2Vec2 axisA = b2InvRotateVector( xfA.q, b2Neg( normal ) );

			*indexB = -1;
			*indexA = b2FindSupport( f->proxyA, axisA );

			b2Vec2 localPointA = f->proxyA->points[*indexA];
			b2Vec2 pointA = b2TransformPoint( xfA, localPointA );

			float separation = b2Dot( b2Sub( pointA, pointB ), normal );
			return separation;
		}

		default:
			B2_ASSERT( false );
			*indexA = -1;
			*indexB = -1;
			return 0.0f;
	}
}

//
static float b2EvaluateSeparation( const b2SeparationFunction* f, int indexA, int indexB, float t )
{
	b2Transform xfA = b2GetSweepTransform( &f->sweepA, t );
	b2Transform xfB = b2GetSweepTransform( &f->sweepB, t );

	switch ( f->type )
	{
		case b2_pointsType:
		{
			b2Vec2 localPointA = f->proxyA->points[indexA];
			b2Vec2 localPointB = f->proxyB->points[indexB];

			b2Vec2 pointA = b2TransformPoint( xfA, localPointA );
			b2Vec2 pointB = b2TransformPoint( xfB, localPointB );

			float separation = b2Dot( b2Sub( pointB, pointA ), f->axis );
			return separation;
		}

		case b2_faceAType:
		{
			b2Vec2 normal = b2RotateVector( xfA.q, f->axis );
			b2Vec2 pointA = b2TransformPoint( xfA, f->localPoint );

			b2Vec2 localPointB = f->proxyB->points[indexB];
			b2Vec2 pointB = b2TransformPoint( xfB, localPointB );

			float separation = b2Dot( b2Sub( pointB, pointA ), normal );
			return separation;
		}

		case b2_faceBType:
		{
			b2Vec2 normal = b2RotateVector( xfB.q, f->axis );
			b2Vec2 pointB = b2TransformPoint( xfB, f->localPoint );

			b2Vec2 localPointA = f->proxyA->points[indexA];
			b2Vec2 pointA = b2TransformPoint( xfA, localPointA );

			float separation = b2Dot( b2Sub( pointA, pointB ), normal );
			return separation;
		}

		default:
			B2_ASSERT( false );
			return 0.0f;
	}
}

// CCD via the local separating axis method. This seeks progression
// by computing the largest time at which separation is maintained.
b2TOIOutput b2ComputeTimeOfImpact( const b2TOIInput* input )
{
#if B2_SNOOP_TOI_COUNTERS
	uint64_t ticks = b2GetTicks();
	++b2_toiCalls;
#endif

	b2TOIOutput output = { 0 };
	output.state = b2_toiStateUnknown;
	output.fraction = input->maxFraction;

	b2Sweep sweepA = input->sweepA;
	b2Sweep sweepB = input->sweepB;
	B2_ASSERT( b2IsNormalizedRot( sweepA.q1 ) && b2IsNormalizedRot( sweepA.q2 ) );
	B2_ASSERT( b2IsNormalizedRot( sweepB.q1 ) && b2IsNormalizedRot( sweepB.q2 ) );

	// todo_erin
	// c1 can be at the origin yet the points are far away
	// b2Vec2 origin = b2Add(sweepA.c1, input->proxyA.points[0]);

	const b2ShapeProxy* proxyA = &input->proxyA;
	const b2ShapeProxy* proxyB = &input->proxyB;

	float tMax = input->maxFraction;

	// Setup target distance and tolerance
	float totalRadius = proxyA->radius + proxyB->radius;
	float target = b2MaxFloat( B2_LINEAR_SLOP, totalRadius - B2_LINEAR_SLOP );
	float tolerance = 0.25f * B2_LINEAR_SLOP;
	B2_ASSERT( target > tolerance );

	float t1 = 0.0f;
	const int k_maxIterations = 20;
	int distanceIterations = 0;

	// Prepare input for distance query.
	b2SimplexCache cache = { 0 };
	b2DistanceInput distanceInput = { 0 };
	distanceInput.proxyA = input->proxyA;
	distanceInput.proxyB = input->proxyB;
	distanceInput.useRadii = false;

	// The outer loop progressively attempts to compute new separating axes.
	// This loop terminates when an axis is repeated (no progress is made).
	for ( ;; )
	{
		// Get the distance between shapes. We can also use the results to get a separating axis.
		b2Transform xfA = b2GetSweepTransform( &sweepA, t1 );
		b2Transform xfB = b2GetSweepTransform( &sweepB, t1 );
		distanceInput.transform = b2InvMulTransforms( xfA, xfB );
		b2DistanceOutput distanceOutput = b2ComputeShapeDistance( &distanceInput, &cache, NULL, 0 );

		// The distance query runs in frame A, project the witness data back to world
		b2Vec2 worldNormal = b2RotateVector( xfA.q, distanceOutput.normal );
		b2Vec2 worldPointA = b2TransformPoint( xfA, distanceOutput.pointA );
		b2Vec2 worldPointB = b2TransformPoint( xfA, distanceOutput.pointB );

		// Progressive time of impact. This handles slender geometry well but introduces
		// significant time loss.
		// if (distanceIterations == 0)
		//{
		//	if ( distanceOutput.distance > totalRadius + B2_SPECULATIVE_DISTANCE )
		//	{
		//		target = totalRadius + B2_SPECULATIVE_DISTANCE - tolerance;
		//	}
		//	else
		//	{
		//		target = distanceOutput.distance - 1.5f * tolerance;
		//		target = b2MaxFloat( target, 2.0f * tolerance );
		//	}
		//}

		distanceIterations += 1;
#if B2_SNOOP_TOI_COUNTERS
		b2_toiDistanceIterations += 1;
#endif

		// If the shapes are overlapped, we give up on continuous collision.
		if ( distanceOutput.distance <= 0.0f )
		{
			// Failure!
			output.state = b2_toiStateOverlapped;
#if B2_SNOOP_TOI_COUNTERS
			b2_toiOverlappedCount += 1;
#endif
			output.fraction = 0.0f;
			break;
		}

		if ( distanceOutput.distance <= target + tolerance )
		{
			// Success!
			output.state = b2_toiStateHit;
#if B2_SNOOP_TOI_COUNTERS
			b2_toiHitCount += 1;
#endif
			// Averaged hit point
			b2Vec2 pA = b2MulAdd( worldPointA, proxyA->radius, worldNormal );
			b2Vec2 pB = b2MulAdd( worldPointB, -proxyB->radius, worldNormal );
			output.point = b2Lerp( pA, pB, 0.5f );
			output.normal = worldNormal;
			output.fraction = t1;
			break;
		}

		// Initialize the separating axis.
		b2SeparationFunction fcn = b2MakeSeparationFunction( cache, proxyA, &sweepA, proxyB, &sweepB, t1 );
#if 0
		// Dump the curve seen by the root finder
		{
			const int N = 100;
			float dx = 1.0f / N;
			float xs[N + 1];
			float fs[N + 1];

			float x = 0.0f;

			for (int i = 0; i <= N; ++i)
			{
				sweepA.GetTransform(&xfA, x);
				sweepB.GetTransform(&xfB, x);
				float f = fcn.Evaluate(xfA, xfB) - target;

				printf("%g %g\n", x, f);

				xs[i] = x;
				fs[i] = f;

				x += dx;
			}
		}
#endif

		// Compute the TOI on the separating axis. We do this by successively
		// resolving the deepest point. This loop is bounded by the number of vertices.
		bool done = false;
		float t2 = tMax;
		int pushBackIterations = 0;
		for ( ;; )
		{
			// Find the deepest point at t2. Store the witness point indices.
			int indexA, indexB;
			float s2 = b2FindMinSeparation( &fcn, &indexA, &indexB, t2 );

			// Is the final configuration separated?
			if ( s2 > target + tolerance )
			{
				// Victory!
				output.state = b2_toiStateSeparated;
#if B2_SNOOP_TOI_COUNTERS
				b2_toiSeparatedCount += 1;
#endif
				output.fraction = tMax;
				done = true;
				break;
			}

			// Has the separation reached tolerance?
			if ( s2 > target - tolerance )
			{
				// Advance the sweeps
				t1 = t2;
				break;
			}

			// Compute the initial separation of the witness points.
			float s1 = b2EvaluateSeparation( &fcn, indexA, indexB, t1 );

			// Check for initial overlap. This might happen if the root finder runs out of iterations.
			if ( s1 < target - tolerance )
			{
				output.state = b2_toiStateFailed;
#if B2_SNOOP_TOI_COUNTERS
				b2_toiFailedCount += 1;
#endif
				output.fraction = t1;
				done = true;
				break;
			}

			// Check for touching
			if ( s1 <= target + tolerance )
			{
				// Success! t1 should hold the TOI (could be 0.0).
				output.state = b2_toiStateHit;
#if B2_SNOOP_TOI_COUNTERS
				b2_toiHitCount += 1;
#endif
				// Averaged hit point
				b2Vec2 pA = b2MulAdd( worldPointA, proxyA->radius, worldNormal );
				b2Vec2 pB = b2MulAdd( worldPointB, -proxyB->radius, worldNormal );
				output.point = b2Lerp( pA, pB, 0.5f );
				output.normal = worldNormal;
				output.fraction = t1;
				done = true;
				break;
			}

			// Compute 1D root of: f(x) - target = 0
			int rootIterationCount = 0;
			float a1 = t1, a2 = t2;
			for ( ;; )
			{
				// Use a mix of false position and bisection.
				float t;
				if ( rootIterationCount & 1 )
				{
					// False position to improve convergence.
					t = a1 + ( target - s1 ) * ( a2 - a1 ) / ( s2 - s1 );
				}
				else
				{
					// Bisection to guarantee progress.
					t = 0.5f * ( a1 + a2 );
				}

				rootIterationCount += 1;

#if B2_SNOOP_TOI_COUNTERS
				++b2_toiRootIterations;
#endif

				float s = b2EvaluateSeparation( &fcn, indexA, indexB, t );

				// Has the separation reached tolerance?
				if ( b2AbsFloat( s - target ) < tolerance )
				{
					// t2 holds a tentative value for t1
					t2 = t;
					break;
				}

				// Ensure we continue to bracket the root.
				if ( s > target )
				{
					a1 = t;
					s1 = s;
				}
				else
				{
					a2 = t;
					s2 = s;
				}

				if ( rootIterationCount == 50 )
				{
					break;
				}
			}

#if B2_SNOOP_TOI_COUNTERS
			b2_toiMaxRootIterations = b2MaxInt( b2_toiMaxRootIterations, rootIterationCount );
#endif

			pushBackIterations += 1;

			if ( pushBackIterations == B2_MAX_POLYGON_VERTICES )
			{
				break;
			}
		}

		if ( done )
		{
			break;
		}

		if ( distanceIterations == k_maxIterations )
		{
			// Root finder got stuck. Semi-victory.
			output.state = b2_toiStateFailed;
#if B2_SNOOP_TOI_COUNTERS
			b2_toiFailedCount += 1;
#endif
			// Averaged hit point
			b2Vec2 pA = b2MulAdd( worldPointA, proxyA->radius, worldNormal );
			b2Vec2 pB = b2MulAdd( worldPointB, -proxyB->radius, worldNormal );
			output.point = b2Lerp( pA, pB, 0.5f );
			output.normal = worldNormal;
			output.fraction = t1;
			break;
		}
	}

#if B2_SNOOP_TOI_COUNTERS
	b2_toiMaxDistanceIterations = b2MaxInt( b2_toiMaxDistanceIterations, distanceIterations );

	float time = b2GetMilliseconds( ticks );
	b2_toiMaxTime = b2MaxFloat( b2_toiMaxTime, time );
	b2_toiTime += time;
#endif

	return output;
}