Esempio n. 1
0
        public virtual bool NeedsCollision(CollisionObject body0, CollisionObject body1)
        {
            // Debug.Assert(body0 != null);
            // Debug.Assert(body1 != null);

            bool needsCollision = true;

#if BT_DEBUG
            if ((m_dispatcherFlags & DispatcherFlags.CD_STATIC_STATIC_REPORTED == 0))
            {
                //broadphase filtering already deals with this
                if ((body0.IsStaticOrKinematicObject()) && body1.isStaticOrKinematicObject())
                {
                    m_dispatcherFlags |= DispatcherFlags.CD_STATIC_STATIC_REPORTED;
                    System.err.Writeline("warning CollisionDispatcher::needsCollision: static-static collision!\n");
                }
            }
#endif //BT_DEBUG

            if ((!body0.IsActive()) && (!body1.IsActive()))
            {
                needsCollision = false;
            }
            else if (!body0.CheckCollideWith(body1))
            {
                needsCollision = false;
            }
            return(needsCollision);
        }
        public virtual bool NeedsCollision(CollisionObject body0, CollisionObject body1)
        {
            Debug.Assert(body0 != null);
            Debug.Assert(body1 != null);

            bool needsCollision = true;

#if BT_DEBUG
        	if ((m_dispatcherFlags & DispatcherFlags.CD_STATIC_STATIC_REPORTED == 0))
	        {
		        //broadphase filtering already deals with this
		        if ((body0.IsStaticOrKinematicObject()) && body1.isStaticOrKinematicObject())
		        {
                    m_dispatcherFlags |= DispatcherFlags.CD_STATIC_STATIC_REPORTED;
			        System.err.Writeline("warning CollisionDispatcher::needsCollision: static-static collision!\n");
		        }
	        }
#endif //BT_DEBUG

            if ((!body0.IsActive()) && (!body1.IsActive()))
            {
                needsCollision = false;
            }
            else if (!body0.CheckCollideWith(body1))
            {
                needsCollision = false;
            }
            return needsCollision;
        }