@Override
  public int collide(PShape s1, PShape s2, PContact[] cs) {
    if (s1._type != PShapeType.CIRCLE_SHAPE
        || s2._type != PShapeType.CONVEX_SHAPE && s2._type != PShapeType.BOX_SHAPE) {
      return 0;
    }
    PCircleShape c1 = (PCircleShape) s1;
    PConvexPolygonShape p1 = (PConvexPolygonShape) s2;
    float distance = -1F;
    int edgeNumber = -1;
    Vector2f vers[] = p1.vers;
    int numVers = p1.numVertices;
    Vector2f normal = new Vector2f();
    Vector2f edgeNormal = new Vector2f();
    Vector2f a = new Vector2f();
    Vector2f b = new Vector2f();
    int num = 0;
    for (int i = 0; i < numVers; i++) {
      a.set(c1._pos.x - vers[i].x, c1._pos.y - vers[i].y);
      distance = a.length();
      distance -= c1.rad;
      if (distance <= 0.0F) {
        PContact c = new PContact();
        c.overlap = distance;
        a.normalize();
        c.normal.set(a.x, a.y);
        c.pos.set(vers[i].x, vers[i].y);
        cs[num] = c;
        if (++num == 2) {
          return num;
        }
      }
    }

    if (num > 0) {
      return num;
    }
    for (int i = 0; i < numVers; i++) {
      Vector2f ver = vers[i];
      Vector2f nextVer = vers[(i + 1) % numVers];
      float edgeX = nextVer.x - ver.x;
      float edgeY = nextVer.y - ver.y;
      edgeNormal.set(edgeY, -edgeX);
      edgeNormal.normalize();
      a.set(c1._pos.x - ver.x, c1._pos.y - ver.y);
      b.set(c1._pos.x - nextVer.x, c1._pos.y - nextVer.y);
      if ((a.x * edgeX + a.y * edgeY) * (b.x * edgeX + b.y * edgeY) <= 0.0F) {
        float edgeLen = (float) Math.sqrt(edgeX * edgeX + edgeY * edgeY);
        float distanceToEdge = Math.abs(a.x * edgeY - a.y * edgeX) / edgeLen;
        if (distanceToEdge <= c1.rad) {
          distanceToEdge -= c1.rad;
          if (distance > distanceToEdge || distance == -1F) {
            edgeNumber = i;
            distance = distanceToEdge;
            normal.set(edgeNormal.x, edgeNormal.y);
          }
        }
      }
    }

    if (edgeNumber > -1) {
      PContact c = new PContact();
      c.overlap = distance;
      c.normal = normal;
      c.pos = c1._pos.sub(normal.mul(c1.rad));
      cs[0] = c;
      return 1;
    }
    boolean hit = true;
    for (int i = 0; i < numVers; i++) {
      Vector2f ver = vers[i];
      Vector2f nextVer = vers[(i + 1) % numVers];
      float v1x = nextVer.x - ver.x;
      float v1y = nextVer.y - ver.y;
      float v2x = c1._pos.x - ver.x;
      float v2y = c1._pos.y - ver.y;
      if (v1x * v2y - v1y * v2x >= 0.0F) {
        continue;
      }
      hit = false;
      break;
    }

    if (hit) {
      distance = 1.0F;
      normal = new Vector2f();
      for (int i = 0; i < numVers; i++) {
        Vector2f ver = vers[i];
        Vector2f nextVer = vers[(i + 1) % numVers];
        a.set(nextVer.x - ver.x, nextVer.y - ver.y);
        a.normalize();
        float d = c1._pos.sub(ver).cross(a);
        if (d < 0.0F && (distance == 1.0F || distance < d)) {
          distance = d;
          normal.set(a.y, -a.x);
        }
      }

      if (distance != 1.0F) {
        PContact c = new PContact();
        c.normal.set(normal.x, normal.y);
        c.pos.set(c1._pos.x, c1._pos.y);
        c.overlap = distance;
        cs[0] = c;
        return 1;
      }
    }
    return 0;
  }