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collide: Fix false negative when sphere is fully inside box
Fixes #1335
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@ -230,10 +230,12 @@ test_intersection_from_sphere(const CollisionEntry &entry) const {
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bool intersect;
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LPlane plane;
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LVector3 normal;
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bool fully_inside = true;
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for(ip = 0, intersect = false; ip < 6 && !intersect; ip++) {
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plane = get_plane( ip );
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if (_points[ip].size() < 3) {
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fully_inside = false;
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continue;
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}
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if (wrt_prev_space != wrt_space) {
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@ -248,6 +250,7 @@ test_intersection_from_sphere(const CollisionEntry &entry) const {
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// moving in the same direction as the plane's normal.
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PN_stdfloat dot = delta.dot(plane.get_normal());
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if (dot > 0.1f) {
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fully_inside = false;
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continue; // no intersection
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}
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@ -304,13 +307,19 @@ test_intersection_from_sphere(const CollisionEntry &entry) const {
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if (!plane.intersects_line(dist, from_center, -(plane.get_normal()))) {
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// No intersection with plane? This means the plane's effective normal
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// was within the plane itself. A useless polygon.
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fully_inside = false;
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continue;
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}
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if (dist > from_radius || dist < -from_radius) {
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// No intersection with the plane.
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if (dist > from_radius) {
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// Fully outside this plane, there can not be an intersection.
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return nullptr;
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}
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if (dist < -from_radius) {
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// Fully inside this plane.
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continue;
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}
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fully_inside = false;
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LPoint2 p = to_2d(from_center - dist * plane.get_normal(), ip);
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PN_stdfloat edge_dist = 0.0f;
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@ -366,8 +375,9 @@ test_intersection_from_sphere(const CollisionEntry &entry) const {
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}
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intersect = true;
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}
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if( !intersect )
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if (!fully_inside && !intersect) {
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return nullptr;
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}
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if (collide_cat.is_debug()) {
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collide_cat.debug()
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