mirror of https://github.com/Nofated095/re-GTA.git
Fix some Collision NaN/inf's
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e9054f2980
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@ -477,8 +477,16 @@ 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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@ -1286,8 +1294,17 @@ 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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@ -431,10 +431,10 @@ CWorld::ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoi
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}
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bool
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CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist,
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CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &mindist,
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CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly)
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{
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float mindist = dist;
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float dist = mindist;
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CPtrNode *node;
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CEntity *e;
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CColModel *colmodel;
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@ -451,8 +451,8 @@ CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CCol
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}
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}
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if(mindist < dist) {
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dist = mindist;
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if(dist < mindist) {
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mindist = dist;
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return true;
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} else
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return false;
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