Use faster any contact point collision detection for Volumedetect, plus
some clean upavinationmerge
parent
906ac4adc4
commit
4c2523b1c2
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@ -134,7 +134,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// private bool m_collidesLand = true;
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private bool m_collidesWater;
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public bool m_returnCollisions;
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// public bool m_returnCollisions;
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private bool m_NoColide; // for now only for internal use for bad meshs
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@ -164,8 +164,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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private List<OdePrim> childrenPrim = new List<OdePrim>();
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private bool m_throttleUpdates;
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private int throttleCounter;
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// private bool m_throttleUpdates;
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// private int throttleCounter;
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public float m_collisionscore;
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int m_colliderfilter = 0;
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@ -363,12 +363,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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set { return; }
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}
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public override bool ThrottleUpdates
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public override bool ThrottleUpdates {get;set;}
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/*
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{
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get { return m_throttleUpdates; }
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set { m_throttleUpdates = value; }
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}
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*/
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public override bool Stopped
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{
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get { return _zeroFlag; }
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@ -951,6 +953,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (CollisionEventsThisFrame == null)
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CollisionEventsThisFrame = new CollisionEventUpdate();
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// if(CollisionEventsThisFrame.Count < 32)
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CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
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}
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@ -977,6 +980,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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if (ncolisions > 10)
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{
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}
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SentEmptyCollisionsEvent = false;
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CollisionEventsThisFrame.Clear();
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}
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@ -1747,7 +1754,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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collide_geom = prim_geom;
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m_targetSpace = _parent_scene.ActiveSpace;
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d.SpaceAdd(m_targetSpace, prim_geom);
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}
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else
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{
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@ -1755,7 +1761,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.HashSpaceSetLevels(m_targetSpace, -2, 8);
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d.SpaceSetSublevel(m_targetSpace, 3);
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d.SpaceSetCleanup(m_targetSpace, false);
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d.SpaceAdd(m_targetSpace, prim_geom);
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d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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@ -1766,12 +1771,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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collide_geom = m_targetSpace;
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}
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d.SpaceAdd(m_targetSpace, prim_geom);
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if (m_delaySelect)
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{
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m_isSelected = true;
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m_delaySelect = false;
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}
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m_collisionscore = 0;
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UpdateCollisionCatFlags();
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ApplyCollisionCatFlags();
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_parent_scene.addActivePrim(this);
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lock (childrenPrim)
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{
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foreach (OdePrim prm in childrenPrim)
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@ -1809,10 +1823,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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createAMotor(m_angularlock);
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}
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m_collisionscore = 0;
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UpdateCollisionCatFlags();
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ApplyCollisionCatFlags();
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if (m_isSelected || m_disabled)
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{
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@ -1824,7 +1834,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
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}
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_parent_scene.addActivePrim(this);
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_parent_scene.addActiveGroups(this);
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}
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@ -3441,92 +3450,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (++bodydisablecontrol < 20)
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return;
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bodydisablecontrol = 0;
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d.BodyEnable(Body);
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}
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bodydisablecontrol = 0;
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d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
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/* moved down to UpdateMove... where it belongs again
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// check outside region
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if (lpos.Z < -100 || lpos.Z > 100000f)
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{
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m_outbounds = true;
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lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
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_acceleration.X = 0;
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_acceleration.Y = 0;
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_acceleration.Z = 0;
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_velocity.X = 0;
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_velocity.Y = 0;
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_velocity.Z = 0;
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m_rotationalVelocity.X = 0;
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m_rotationalVelocity.Y = 0;
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m_rotationalVelocity.Z = 0;
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d.BodySetLinearVel(Body, 0, 0, 0); // stop it
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d.BodySetAngularVel(Body, 0, 0, 0); // stop it
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d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
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m_lastposition = _position;
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m_lastorientation = _orientation;
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base.RequestPhysicsterseUpdate();
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throttleCounter = 0;
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_zeroFlag = true;
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disableBodySoft(); // disable it and colisions
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base.RaiseOutOfBounds(_position);
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return;
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}
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if (lpos.X < 0f)
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{
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_position.X = Util.Clip(lpos.X, -2f, -0.1f);
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m_outbounds = true;
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}
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else if (lpos.X > _parent_scene.WorldExtents.X)
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{
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_position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
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m_outbounds = true;
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}
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if (lpos.Y < 0f)
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{
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_position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
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m_outbounds = true;
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}
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else if (lpos.Y > _parent_scene.WorldExtents.Y)
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{
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_position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
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m_outbounds = true;
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}
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if (m_outbounds)
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{
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m_lastposition = _position;
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m_lastorientation = _orientation;
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d.Vector3 dtmp = d.BodyGetAngularVel(Body);
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m_rotationalVelocity.X = dtmp.X;
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m_rotationalVelocity.Y = dtmp.Y;
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m_rotationalVelocity.Z = dtmp.Z;
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dtmp = d.BodyGetLinearVel(Body);
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_velocity.X = dtmp.X;
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_velocity.Y = dtmp.Y;
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_velocity.Z = dtmp.Z;
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d.BodySetLinearVel(Body, 0, 0, 0); // stop it
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d.BodySetAngularVel(Body, 0, 0, 0);
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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disableBodySoft(); // stop collisions
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base.RequestPhysicsterseUpdate();
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return;
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}
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*/
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if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
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{
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// 'VEHICLES' are dealt with in ODEDynamics.cs
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@ -3721,7 +3652,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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base.RequestPhysicsterseUpdate();
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throttleCounter = 0;
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// throttleCounter = 0;
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_zeroFlag = true;
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disableBodySoft(); // disable it and colisions
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@ -61,6 +61,8 @@ namespace OdeAPI
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public static int NTotalBodies = 0;
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public static int NTotalGeoms = 0;
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public const uint CONTACTS_UNIMPORTANT = 0x80000000;
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#region Flags and Enumerations
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[Flags]
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@ -713,7 +713,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
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return;
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if(d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
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d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc)
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{
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int cflags;
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unchecked
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{
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cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
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}
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count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
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}
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else
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count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
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}
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catch (SEHException)
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