Fix for proper collision distance based on
precedent. "I had one job..."
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@ -851,8 +851,12 @@ public class BoundingSphere extends BoundingVolume {
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Vector3f p = center.add(a.add(part1.mult(u)).addLocal(part2.mult(v)));
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Vector3f p = center.add(a.add(part1.mult(u)).addLocal(part2.mult(v)));
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CollisionResult r = new CollisionResult();
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CollisionResult r = new CollisionResult();
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r.setDistance((float)Math.sqrt(d) - radius);
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Vector3f normal = n.normalize();
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r.setContactNormal(n.normalize());
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float dist = -normal.dot(a); // a is center relative, so -a points to center
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dist = dist - radius;
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r.setDistance(dist);
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r.setContactNormal(normal);
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r.setContactPoint(p);
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r.setContactPoint(p);
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results.addCollision(r);
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results.addCollision(r);
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return 1;
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return 1;
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@ -920,7 +924,7 @@ public class BoundingSphere extends BoundingVolume {
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Vector3f cn = nearestPt.divide(-dist);
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Vector3f cn = nearestPt.divide(-dist);
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CollisionResult r = new CollisionResult();
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CollisionResult r = new CollisionResult();
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r.setDistance(dist);
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r.setDistance(dist - radius);
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r.setContactNormal(cn);
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r.setContactNormal(cn);
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r.setContactPoint(nearestPt.add(center));
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r.setContactPoint(nearestPt.add(center));
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results.addCollision(r);
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results.addCollision(r);
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@ -960,7 +964,7 @@ public class BoundingSphere extends BoundingVolume {
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Vector3f cn = nearestPt.divide(-dist);
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Vector3f cn = nearestPt.divide(-dist);
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CollisionResult r = new CollisionResult();
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CollisionResult r = new CollisionResult();
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r.setDistance(dist);
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r.setDistance(dist - radius);
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r.setContactNormal(cn);
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r.setContactNormal(cn);
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r.setContactPoint(nearestPt.add(center));
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r.setContactPoint(nearestPt.add(center));
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results.addCollision(r);
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results.addCollision(r);
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