Fix some Collision NaN/inf's

This commit is contained in:
erorcun
2021-01-28 00:51:43 +03:00
parent 9c2f067403
commit be88a42bad
2 changed files with 23 additions and 6 deletions

View File

@ -307,8 +307,16 @@ CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts
if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f)
return false;
float p0dist = DotProduct(line.p1 - line.p0, normal);
#ifdef FIX_BUGS
// line lines in the plane, assume no collision
if (p0dist == 0.0f)
return false;
#endif
// intersection parameter on line
t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal);
t = -plane.CalcPoint(line.p0) / p0dist;
// find point of intersection
CVector p = line.p0 + (line.p1-line.p0)*t;
@ -1127,8 +1135,17 @@ CCollision::ProcessLineTriangle(const CColLine &line,
if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f)
return false;
float p0dist = DotProduct(line.p1 - line.p0, normal);
#ifdef FIX_BUGS
// line lines in the plane, assume no collision
if (p0dist == 0.0f)
return false;
#endif
// intersection parameter on line
t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal);
t = -plane.CalcPoint(line.p0) / p0dist;
// early out if we're beyond the mindist
if(t >= mindist)
return false;