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forget collision for this failure case
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@ -639,6 +639,7 @@ bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::
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glm::modf(BA, direction);
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lengthDirection = glm::length(direction);
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} else if (lengthDirection > sphereRadius) {
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collisions.deleteLastCollision();
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return false;
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}
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direction /= lengthDirection;
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