You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: time_of_impact_query2d.rs
    path of file: ./repos/parry/crates/parry2d/examples
    
    the code of the file until where you have to start completion: extern crate nalgebra as na;

use na::{Isometry2, Vector2};
use parry2d::math::Real;
use parry2d::query;
use parry2d::shape::{Ball, Cuboid};

fn main() {
    let cuboid = Cuboid::new(Vector2::new(1.0, 1.0));
    let ball = Ball::new(1.0);

    let cuboid_pos = Isometry2::identity();
    let ball_pos_intersecting = Isometry2::translation(1.0, 1.0);
    let ball_pos_will_touch = Isometry2::translation(2.0, 2.0);
    let ball_pos_wont_touch = Isometry2::translation(3.0, 3.0);

    let box_vel1 = Vector2::new(-1.0, 1.0);
    let box_vel2 = Vector2::new(1.0, 1.0);

    let ball_vel1 = Vector2::new(2.0, 2.0);
    let ball_vel2 = Vector2::new(-0.5, -0.5);

    let toi_intersecting = query::time_of_impact(
        &ball_pos_intersecting,
        &ball_vel1,
        &ball,
        &cuboid_pos,
        &box_vel1,
        &cuboid,
        Real::MAX,
        true,
    )
    .unwrap();
    let toi_will_touch = query::time_of_impact(
        &ball_pos_will_touch,
        &ball_vel2,
        &ball,
        &cuboid_pos,
        &box_vel2,
        &cuboid,
        Real::MAX,
        true,
    )
    .unwrap();
    let toi_wont_touch = query::time_of_impact(
    
fn main() {
    let cuboid = Cuboid::new(Vector2::new(1.0, 1.0));
    let ball = Ball::new(1.0);

    let cuboid_pos = Isometry2::identity();
    let ball_pos_intersecting = Isometry2::translation(1.0, 1.0);
    let ball_pos_will_touch = Isometry2::translation(2.0, 2.0);
    let ball_pos_wont_touch = Isometry2::translation(3.0, 3.0);

    let box_vel1 = Vector2::new(-1.0, 1.0);
    let box_vel2 = Vector2::new(1.0, 1.0);

    let ball_vel1 = Vector2::new(2.0, 2.0);
    let ball_vel2 = Vector2::new(-0.5, -0.5);

    let toi_intersecting = query::time_of_impact(
        &ball_pos_intersecting,
        &ball_vel1,
        &ball,
        &cuboid_pos,
        &box_vel1,
        &cuboid,
        Real::MAX,
        true,
    )
    .unwrap();
    let toi_will_touch = query::time_of_impact(
        &ball_pos_will_touch,
        &ball_vel2,
        &ball,
        &cuboid_pos,
        &box_vel2,
        &cuboid,
        Real::MAX,
        true,
    )
    .unwrap();
    let toi_wont_touch = query::time_of_impact(
        &ball_pos_wont_touch,
        &ball_vel1,
        &ball,
        &cuboid_pos,
        &box_vel1,
        &cuboid,
        Real::MAX,
        true,
    )
    .unwrap();

    assert_eq!(toi_intersecting.map(|toi| toi.toi), Some(0.0));
    println!("Toi: {:?}", toi_will_touch);
    assert!(toi_will_touch.is_some() && toi_will_touch.unwrap().toi > 0.0);
    assert_eq!(toi_wont_touch.map(|toi| toi.toi), None);
}