mixed up zero tolerance
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@ -192,23 +192,23 @@ void b3ClosestPointsOnSegments(b3Vec3* C1, b3Vec3* C2,
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b3Vec3 E2 = Q2 - P2;
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float32 L2 = b3Length(E2);
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if (L1 < 0.0f && L2 < 0.0f)
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if (L1 < B3_LINEAR_SLOP && L2 < B3_LINEAR_SLOP)
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{
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*C1 = P1;
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*C2 = P2;
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return;
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}
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if (L1 < 0.0f)
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if (L1 < B3_LINEAR_SLOP)
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{
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*C1 = P1;
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*C2 = b3ClosestPointOnSegment(P1, P2, Q2);
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*C2 = L2 < B3_LINEAR_SLOP ? P2 : b3ClosestPointOnSegment(P1, P2, Q2);
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return;
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}
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if (L2 < 0.0f)
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if (L2 < B3_LINEAR_SLOP)
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{
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*C1 = b3ClosestPointOnSegment(P2, P1, Q1);
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*C1 = L1 < B3_LINEAR_SLOP ? P1 : b3ClosestPointOnSegment(P2, P1, Q1);
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*C2 = P2;
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return;
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}
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@ -222,8 +222,8 @@ void b3ClosestPointsOnSegments(b3Vec3* C1, b3Vec3* C2,
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// or
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// sin^2 = 1 - cos^2
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// Use small parallelism tolerance used because the coincidence tolerance above is also small/zero.
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const float32 kTol = 0.001f;
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// Use small parallelism tolerance because the coincidence tolerance above is also smal.
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const float32 kTol = 0.005f;
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float32 b = b3Dot(N1, N2);
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float32 den = 1.0f - b * b;
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