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for detailed usage see source in test module

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Infinite loop in collision detection

Hello,

First off, really cool library! I'm excited about being able to replace Hipmunk with this very compact library which suits my use case.

I found a bug though, the code is below After about 10 iterations of doUpdates it gets caught in a loop somewhere. I suspect in gjk because it has recursive code. Also, it prints out if collisions were found at each stage, and this produces a pattern of false, false, true true true, false false...

import Control.Lens                                                                  
import Control.Monad                                                                 
import Linear                                                                        
import Physics.Light                                                                 
import Debug.Trace                                                                   
import qualified Data.IntMap as IM                                                   
                                                                                     
                                                                                     
main :: IO ()                                                                        
main = do                                                                            
  let world = newPhysicsWorld                                                        
            & addObject (Object2D 0  10  [circle 50])                                
            & addObject (Object2D 50 10 [circle 50])                                 
      (cellsMap, fresh) = doUpdates world 1000                                       
  print $ IM.size cellsMap                                                           
                                                                                     
doUpdates world 0 = world                                                            
doUpdates world n =                                                                  
  let w' = over _1 (update 0.1) $ reactCollisions world                              
   in doUpdates w' (n-1)                                                             
                                                                                     
reactCollisions :: PhysicsWorld -> PhysicsWorld                                      
reactCollisions (cellsMap, fresh) =                                                  
  let collisions = detectCollision cellsMap                                          
      cellsMap' = foldl (\a _ -> a) cellsMap (traceShow (null collisions) collisions)
   in (cellsMap', fresh)                                                             
                                          

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