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