   AABB Sweep Test collision quirk
  Hello there, I'm attempting to implement 2D AABB vs AABB collision via sweep test in my engine (as explained by Miguel Gomez here).  So far it seems to work quite well.. a little too well, actually.  I'm experiencing a problem which I've attempted to illustrate in the drawing below: A player (P) is sliding/walking across two adjacent solid blocks, A and B.  However, as soon the player attempts to cross the boundary from block A to block B, a horizontal collision is detected (segment q) and the movement is halted.What I'm doing currently is doing a sweep test to check for possible collisions each frame.  If the normalized time index returned by the function as described in the above URL is between 0 and 1, I check to see if the AABBs overlap at that time index and if so, check and see if it's a horizontal or vertical collision by seeing which faces of the boxes line up.  However, moving across adjacent blocks always seems to register as a diagonal collision.  The same thing occurs if I have a vertical stack of a blocks and I attempt to have the player jump straight up while touching the lowest block: a vertical collision is detected at the first seperation and the player essentially "hits his head" on a segment that is technically inside solid space.I'm wondering, is there a particularly recommended algorithm or method for ignoring these "internal" collisions?  Any advice would be appreciated, thanks.   
  the side of B connected to A should not be used for response. Here's an example.it's not swept, but I would think the same principle applies.   