public float ComputeTOI(Sweep sweepA, Sweep sweepB) { TOIInput input = new TOIInput(); input.SweepA = sweepA; input.SweepB = sweepB; input.SweepRadiusA = _fixtureA.ComputeSweepRadius(sweepA.LocalCenter); input.SweepRadiusB = _fixtureB.ComputeSweepRadius(sweepB.LocalCenter); input.Tolerance = Common.Settings.LinearSlop; return(Collision.Collision.TimeOfImpact(input, _fixtureA.Shape, _fixtureB.Shape)); }