bool CheckDupe(d.ContactGeom contactGeom, int atype)
{
bool result = false;
ActorTypes at = (ActorTypes) atype;
foreach (d.ContactGeom contact in _perloopContact)
{
//if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
//{
// || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
if (at == ActorTypes.Agent)
{
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) &&
(Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) &&
(Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
{
if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
{
//contactGeom.depth *= .00005f;
//MainConsole.Instance.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
// MainConsole.Instance.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
result = true;
break;
}
}
}
else if (at == ActorTypes.Prim)
{
//d.AABB aabb1 = new d.AABB();
//d.AABB aabb2 = new d.AABB();
//d.GeomGetAABB(contactGeom.g2, out aabb2);
//d.GeomGetAABB(contactGeom.g1, out aabb1);
//aabb1.
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) &&
(Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) &&
(Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)))
{
if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y &&
contactGeom.normal.Z == contact.normal.Z)
{
if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
{
result = true;
break;
}
}
}
}
}
return result;
}