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Diffstat (limited to 'OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs | 384 |
1 files changed, 384 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs b/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs new file mode 100644 index 0000000..78dd7de --- /dev/null +++ b/OpenSim/Region/PhysicsModules/Ode/ODERayCastRequestManager.cs | |||
@@ -0,0 +1,384 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using System.Text; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
35 | using log4net; | ||
36 | |||
37 | namespace OpenSim.Region.PhysicsModule.ODE | ||
38 | { | ||
39 | /// <summary> | ||
40 | /// Processes raycast requests as ODE is in a state to be able to do them. | ||
41 | /// This ensures that it's thread safe and there will be no conflicts. | ||
42 | /// Requests get returned by a different thread then they were requested by. | ||
43 | /// </summary> | ||
44 | public class ODERayCastRequestManager | ||
45 | { | ||
46 | /// <summary> | ||
47 | /// Pending raycast requests | ||
48 | /// </summary> | ||
49 | protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>(); | ||
50 | |||
51 | /// <summary> | ||
52 | /// Pending ray requests | ||
53 | /// </summary> | ||
54 | protected List<ODERayRequest> m_PendingRayRequests = new List<ODERayRequest>(); | ||
55 | |||
56 | /// <summary> | ||
57 | /// Scene that created this object. | ||
58 | /// </summary> | ||
59 | private OdeScene m_scene; | ||
60 | |||
61 | /// <summary> | ||
62 | /// ODE contact array to be filled by the collision testing | ||
63 | /// </summary> | ||
64 | d.ContactGeom[] contacts = new d.ContactGeom[5]; | ||
65 | |||
66 | /// <summary> | ||
67 | /// ODE near callback delegate | ||
68 | /// </summary> | ||
69 | private d.NearCallback nearCallback; | ||
70 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
71 | private List<ContactResult> m_contactResults = new List<ContactResult>(); | ||
72 | |||
73 | |||
74 | public ODERayCastRequestManager(OdeScene pScene) | ||
75 | { | ||
76 | m_scene = pScene; | ||
77 | nearCallback = near; | ||
78 | |||
79 | } | ||
80 | |||
81 | /// <summary> | ||
82 | /// Queues a raycast | ||
83 | /// </summary> | ||
84 | /// <param name="position">Origin of Ray</param> | ||
85 | /// <param name="direction">Ray normal</param> | ||
86 | /// <param name="length">Ray length</param> | ||
87 | /// <param name="retMethod">Return method to send the results</param> | ||
88 | public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
89 | { | ||
90 | lock (m_PendingRequests) | ||
91 | { | ||
92 | ODERayCastRequest req = new ODERayCastRequest(); | ||
93 | req.callbackMethod = retMethod; | ||
94 | req.length = length; | ||
95 | req.Normal = direction; | ||
96 | req.Origin = position; | ||
97 | |||
98 | m_PendingRequests.Add(req); | ||
99 | } | ||
100 | } | ||
101 | |||
102 | /// <summary> | ||
103 | /// Queues a raycast | ||
104 | /// </summary> | ||
105 | /// <param name="position">Origin of Ray</param> | ||
106 | /// <param name="direction">Ray normal</param> | ||
107 | /// <param name="length">Ray length</param> | ||
108 | /// <param name="count"></param> | ||
109 | /// <param name="retMethod">Return method to send the results</param> | ||
110 | public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod) | ||
111 | { | ||
112 | lock (m_PendingRequests) | ||
113 | { | ||
114 | ODERayRequest req = new ODERayRequest(); | ||
115 | req.callbackMethod = retMethod; | ||
116 | req.length = length; | ||
117 | req.Normal = direction; | ||
118 | req.Origin = position; | ||
119 | req.Count = count; | ||
120 | |||
121 | m_PendingRayRequests.Add(req); | ||
122 | } | ||
123 | } | ||
124 | |||
125 | /// <summary> | ||
126 | /// Process all queued raycast requests | ||
127 | /// </summary> | ||
128 | /// <returns>Time in MS the raycasts took to process.</returns> | ||
129 | public int ProcessQueuedRequests() | ||
130 | { | ||
131 | int time = System.Environment.TickCount; | ||
132 | lock (m_PendingRequests) | ||
133 | { | ||
134 | if (m_PendingRequests.Count > 0) | ||
135 | { | ||
136 | ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); | ||
137 | for (int i = 0; i < reqs.Length; i++) | ||
138 | { | ||
139 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast | ||
140 | RayCast(reqs[i]); // if there isn't anyone to send results | ||
141 | } | ||
142 | |||
143 | m_PendingRequests.Clear(); | ||
144 | } | ||
145 | } | ||
146 | |||
147 | lock (m_PendingRayRequests) | ||
148 | { | ||
149 | if (m_PendingRayRequests.Count > 0) | ||
150 | { | ||
151 | ODERayRequest[] reqs = m_PendingRayRequests.ToArray(); | ||
152 | for (int i = 0; i < reqs.Length; i++) | ||
153 | { | ||
154 | if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast | ||
155 | RayCast(reqs[i]); // if there isn't anyone to send results | ||
156 | } | ||
157 | |||
158 | m_PendingRayRequests.Clear(); | ||
159 | } | ||
160 | } | ||
161 | |||
162 | lock (m_contactResults) | ||
163 | m_contactResults.Clear(); | ||
164 | |||
165 | return System.Environment.TickCount - time; | ||
166 | } | ||
167 | |||
168 | /// <summary> | ||
169 | /// Method that actually initiates the raycast | ||
170 | /// </summary> | ||
171 | /// <param name="req"></param> | ||
172 | private void RayCast(ODERayCastRequest req) | ||
173 | { | ||
174 | // NOTE: limit ray length or collisions will take all avaiable stack space | ||
175 | // this value may still be too large, depending on machine configuration | ||
176 | // of maximum stack | ||
177 | float len = req.length; | ||
178 | if (len > 100f) | ||
179 | len = 100f; | ||
180 | |||
181 | // Create the ray | ||
182 | IntPtr ray = d.CreateRay(m_scene.space, len); | ||
183 | d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); | ||
184 | |||
185 | // Collide test | ||
186 | d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback); | ||
187 | |||
188 | // Remove Ray | ||
189 | d.GeomDestroy(ray); | ||
190 | |||
191 | // Define default results | ||
192 | bool hitYN = false; | ||
193 | uint hitConsumerID = 0; | ||
194 | float distance = 999999999999f; | ||
195 | Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f); | ||
196 | Vector3 snormal = Vector3.Zero; | ||
197 | |||
198 | // Find closest contact and object. | ||
199 | lock (m_contactResults) | ||
200 | { | ||
201 | foreach (ContactResult cResult in m_contactResults) | ||
202 | { | ||
203 | if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact)) | ||
204 | { | ||
205 | closestcontact = cResult.Pos; | ||
206 | hitConsumerID = cResult.ConsumerID; | ||
207 | distance = cResult.Depth; | ||
208 | hitYN = true; | ||
209 | snormal = cResult.Normal; | ||
210 | } | ||
211 | } | ||
212 | |||
213 | m_contactResults.Clear(); | ||
214 | } | ||
215 | |||
216 | // Return results | ||
217 | if (req.callbackMethod != null) | ||
218 | req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal); | ||
219 | } | ||
220 | |||
221 | /// <summary> | ||
222 | /// Method that actually initiates the raycast | ||
223 | /// </summary> | ||
224 | /// <param name="req"></param> | ||
225 | private void RayCast(ODERayRequest req) | ||
226 | { | ||
227 | // limit ray length or collisions will take all avaiable stack space | ||
228 | float len = req.length; | ||
229 | if (len > 100f) | ||
230 | len = 100f; | ||
231 | |||
232 | // Create the ray | ||
233 | IntPtr ray = d.CreateRay(m_scene.space, len); | ||
234 | d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); | ||
235 | |||
236 | // Collide test | ||
237 | d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback); | ||
238 | |||
239 | // Remove Ray | ||
240 | d.GeomDestroy(ray); | ||
241 | |||
242 | // Find closest contact and object. | ||
243 | lock (m_contactResults) | ||
244 | { | ||
245 | // Return results | ||
246 | if (req.callbackMethod != null) | ||
247 | req.callbackMethod(m_contactResults); | ||
248 | } | ||
249 | } | ||
250 | |||
251 | // This is the standard Near. Uses space AABBs to speed up detection. | ||
252 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
253 | { | ||
254 | |||
255 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
256 | return; | ||
257 | // if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass) | ||
258 | // return; | ||
259 | |||
260 | // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms. | ||
261 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
262 | { | ||
263 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
264 | return; | ||
265 | |||
266 | // Separating static prim geometry spaces. | ||
267 | // We'll be calling near recursivly if one | ||
268 | // of them is a space to find all of the | ||
269 | // contact points in the space | ||
270 | try | ||
271 | { | ||
272 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
273 | } | ||
274 | catch (AccessViolationException) | ||
275 | { | ||
276 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
277 | return; | ||
278 | } | ||
279 | //Colliding a space or a geom with a space or a geom. so drill down | ||
280 | |||
281 | //Collide all geoms in each space.. | ||
282 | //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); | ||
283 | //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); | ||
284 | return; | ||
285 | } | ||
286 | |||
287 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
288 | return; | ||
289 | |||
290 | int count = 0; | ||
291 | try | ||
292 | { | ||
293 | |||
294 | if (g1 == g2) | ||
295 | return; // Can't collide with yourself | ||
296 | |||
297 | lock (contacts) | ||
298 | { | ||
299 | count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.unmanagedSizeOf); | ||
300 | } | ||
301 | } | ||
302 | catch (SEHException) | ||
303 | { | ||
304 | m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); | ||
305 | } | ||
306 | catch (Exception e) | ||
307 | { | ||
308 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
309 | return; | ||
310 | } | ||
311 | |||
312 | PhysicsActor p1 = null; | ||
313 | PhysicsActor p2 = null; | ||
314 | |||
315 | if (g1 != IntPtr.Zero) | ||
316 | m_scene.actor_name_map.TryGetValue(g1, out p1); | ||
317 | |||
318 | if (g2 != IntPtr.Zero) | ||
319 | m_scene.actor_name_map.TryGetValue(g1, out p2); | ||
320 | |||
321 | // Loop over contacts, build results. | ||
322 | for (int i = 0; i < count; i++) | ||
323 | { | ||
324 | if (p1 != null) | ||
325 | { | ||
326 | if (p1 is OdePrim) | ||
327 | { | ||
328 | ContactResult collisionresult = new ContactResult(); | ||
329 | |||
330 | collisionresult.ConsumerID = p1.LocalID; | ||
331 | collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z); | ||
332 | collisionresult.Depth = contacts[i].depth; | ||
333 | collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y, | ||
334 | contacts[i].normal.Z); | ||
335 | lock (m_contactResults) | ||
336 | m_contactResults.Add(collisionresult); | ||
337 | } | ||
338 | } | ||
339 | |||
340 | if (p2 != null) | ||
341 | { | ||
342 | if (p2 is OdePrim) | ||
343 | { | ||
344 | ContactResult collisionresult = new ContactResult(); | ||
345 | |||
346 | collisionresult.ConsumerID = p2.LocalID; | ||
347 | collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z); | ||
348 | collisionresult.Depth = contacts[i].depth; | ||
349 | collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y, | ||
350 | contacts[i].normal.Z); | ||
351 | |||
352 | lock (m_contactResults) | ||
353 | m_contactResults.Add(collisionresult); | ||
354 | } | ||
355 | } | ||
356 | } | ||
357 | } | ||
358 | |||
359 | /// <summary> | ||
360 | /// Dereference the creator scene so that it can be garbage collected if needed. | ||
361 | /// </summary> | ||
362 | internal void Dispose() | ||
363 | { | ||
364 | m_scene = null; | ||
365 | } | ||
366 | } | ||
367 | |||
368 | public struct ODERayCastRequest | ||
369 | { | ||
370 | public Vector3 Origin; | ||
371 | public Vector3 Normal; | ||
372 | public float length; | ||
373 | public RaycastCallback callbackMethod; | ||
374 | } | ||
375 | |||
376 | public struct ODERayRequest | ||
377 | { | ||
378 | public Vector3 Origin; | ||
379 | public Vector3 Normal; | ||
380 | public int Count; | ||
381 | public float length; | ||
382 | public RayCallback callbackMethod; | ||
383 | } | ||
384 | } | ||