if (d1 > d2)
{
// moving into brush
- if (d2 > 0)
+ if (d2 >= collision_enternudge.value)
return;
if (d1 > 0)
{
// enter
imove = 1 / (d1 - d2);
f = (d1 - collision_enternudge.value) * imove;
+ if (f < 0)
+ f = 0;
// check if this will reduce the collision time range
if (enterfrac < f)
{
return;
// calculate the nudged fraction and impact normal we'll
// need if we accept this collision later
- enterfrac2 = f - collision_impactnudge.value * imove;
+ enterfrac2 = (d1 - collision_impactnudge.value) * imove;
VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal);
hitq3surfaceflags = startplane->q3surfaceflags;
hittexture = startplane->texture;
{
// leave
f = (d1 + collision_leavenudge.value) / (d1 - d2);
+ if (f > 1)
+ f = 1;
// check if this will reduce the collision time range
if (leavefrac > f)
{
if (d1 > d2)
{
// moving into brush
- if (d2 > 0)
+ if (d2 >= collision_enternudge.value)
return;
if (d1 > 0)
{
// enter
imove = 1 / (d1 - d2);
f = (d1 - collision_enternudge.value) * imove;
+ if (f < 0)
+ f = 0;
// check if this will reduce the collision time range
if (enterfrac < f)
{
return;
// calculate the nudged fraction and impact normal we'll
// need if we accept this collision later
- enterfrac2 = f - collision_impactnudge.value * imove;
+ enterfrac2 = (d1 - collision_impactnudge.value) * imove;
VectorLerp(startplane->normal, enterfrac, endplane->normal, newimpactnormal);
hitq3surfaceflags = startplane->q3surfaceflags;
hittexture = startplane->texture;
}
for (i = 0;i < numtriangles;i++, element3i += 3)
{
- if (segmentmaxs[0] >= min(vertex3f[element3i[0]*3+0], min(vertex3f[element3i[1]*3+0], vertex3f[element3i[2]*3+0]))
- && segmentmins[0] <= max(vertex3f[element3i[0]*3+0], max(vertex3f[element3i[1]*3+0], vertex3f[element3i[2]*3+0]))
- && segmentmaxs[1] >= min(vertex3f[element3i[0]*3+1], min(vertex3f[element3i[1]*3+1], vertex3f[element3i[2]*3+1]))
- && segmentmins[1] <= max(vertex3f[element3i[0]*3+1], max(vertex3f[element3i[1]*3+1], vertex3f[element3i[2]*3+1]))
- && segmentmaxs[2] >= min(vertex3f[element3i[0]*3+2], min(vertex3f[element3i[1]*3+2], vertex3f[element3i[2]*3+2]))
- && segmentmins[2] <= max(vertex3f[element3i[0]*3+2], max(vertex3f[element3i[1]*3+2], vertex3f[element3i[2]*3+2])))
+ if (TriangleOverlapsBox(vertex3f + element3i[0]*3, vertex3f + element3i[1]*3, vertex3f + element3i[2]*3, segmentmins, segmentmaxs))
{
VectorCopy(vertex3f + element3i[0] * 3, polyf_points[0].v);
VectorCopy(vertex3f + element3i[1] * 3, polyf_points[1].v);
}
for (i = 0;i < numtriangles;i++, element3i += 3)
{
- if (segmentmaxs[0] >= min(vertex3f[element3i[0]*3+0], min(vertex3f[element3i[1]*3+0], vertex3f[element3i[2]*3+0]))
- && segmentmins[0] <= max(vertex3f[element3i[0]*3+0], max(vertex3f[element3i[1]*3+0], vertex3f[element3i[2]*3+0]))
- && segmentmaxs[1] >= min(vertex3f[element3i[0]*3+1], min(vertex3f[element3i[1]*3+1], vertex3f[element3i[2]*3+1]))
- && segmentmins[1] <= max(vertex3f[element3i[0]*3+1], max(vertex3f[element3i[1]*3+1], vertex3f[element3i[2]*3+1]))
- && segmentmaxs[2] >= min(vertex3f[element3i[0]*3+2], min(vertex3f[element3i[1]*3+2], vertex3f[element3i[2]*3+2]))
- && segmentmins[2] <= max(vertex3f[element3i[0]*3+2], max(vertex3f[element3i[1]*3+2], vertex3f[element3i[2]*3+2])))
+ if (TriangleOverlapsBox(vertex3f + element3i[0]*3, vertex3 + [element3i[1]*3, vertex3f + element3i[2]*3, segmentmins, segmentmaxs))
{
VectorCopy(vertex3f + element3i[0] * 3, polyf_points[0].v);
VectorCopy(vertex3f + element3i[1] * 3, polyf_points[1].v);