public virtual bool needsCollision(CollisionObject body0, CollisionObject body1) { Debug.Assert(body0 != null); Debug.Assert(body1 != null); bool needsCollision = true; #if DEBUG if ((m_dispatcherFlags & DispatcherFlags.CD_STATIC_STATIC_REPORTED) != 0) { //broadphase filtering already deals with this if ((body0.isStaticObject || body0.isKinematicObject) && (body1.isStaticObject || body1.isKinematicObject)) { m_dispatcherFlags |= DispatcherFlags.CD_STATIC_STATIC_REPORTED; Debug.WriteLine("warning btCollisionDispatcher::needsCollision: static-static collision!\n"); } } #endif //BT_DEBUG if ((!body0.isActive) && (!body1.isActive)) needsCollision = false; else if (!body0.checkCollideWith(body1)) needsCollision = false; return needsCollision; }