diff options
Diffstat (limited to 'OpenSim/Region')
13 files changed, 460 insertions, 2 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index a13f6d4..3a93007 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | |||
@@ -3779,8 +3779,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
3779 | } | 3779 | } |
3780 | } | 3780 | } |
3781 | 3781 | ||
3782 | public void SendCameraConstraint(Vector4 ConstraintPlane) | ||
3783 | { | ||
3784 | CameraConstraintPacket cpack = (CameraConstraintPacket)PacketPool.Instance.GetPacket(PacketType.CameraConstraint); | ||
3785 | cpack.CameraCollidePlane = new CameraConstraintPacket.CameraCollidePlaneBlock(); | ||
3786 | cpack.CameraCollidePlane.Plane = ConstraintPlane; | ||
3787 | m_log.DebugFormat("[CLIENTVIEW]: Constraint {0}", ConstraintPlane); | ||
3788 | OutPacket(cpack, ThrottleOutPacketType.Task); | ||
3789 | } | ||
3790 | |||
3782 | public void SendLandObjectOwners(LandData land, List<UUID> groups, Dictionary<UUID, int> ownersAndCount) | 3791 | public void SendLandObjectOwners(LandData land, List<UUID> groups, Dictionary<UUID, int> ownersAndCount) |
3783 | { | 3792 | { |
3793 | |||
3794 | |||
3784 | int notifyCount = ownersAndCount.Count; | 3795 | int notifyCount = ownersAndCount.Count; |
3785 | ParcelObjectOwnersReplyPacket pack = (ParcelObjectOwnersReplyPacket)PacketPool.Instance.GetPacket(PacketType.ParcelObjectOwnersReply); | 3796 | ParcelObjectOwnersReplyPacket pack = (ParcelObjectOwnersReplyPacket)PacketPool.Instance.GetPacket(PacketType.ParcelObjectOwnersReply); |
3786 | 3797 | ||
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs index ed38046..62779e7 100644 --- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs +++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs | |||
@@ -900,6 +900,11 @@ namespace OpenSim.Region.Examples.SimpleModule | |||
900 | public void SendLandObjectOwners(LandData land, List<UUID> groups, Dictionary<UUID, int> ownersAndCount) | 900 | public void SendLandObjectOwners(LandData land, List<UUID> groups, Dictionary<UUID, int> ownersAndCount) |
901 | { | 901 | { |
902 | } | 902 | } |
903 | |||
904 | public void SendCameraConstraint(Vector4 ConstraintPlane) | ||
905 | { | ||
906 | |||
907 | } | ||
903 | 908 | ||
904 | public void SendLandParcelOverlay(byte[] data, int sequence_id) | 909 | public void SendLandParcelOverlay(byte[] data, int sequence_id) |
905 | { | 910 | { |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 87207a0..2a8436b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -186,6 +186,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
186 | //PauPaw:Proper PID Controler for autopilot************ | 186 | //PauPaw:Proper PID Controler for autopilot************ |
187 | private bool m_moveToPositionInProgress; | 187 | private bool m_moveToPositionInProgress; |
188 | private Vector3 m_moveToPositionTarget = Vector3.Zero; | 188 | private Vector3 m_moveToPositionTarget = Vector3.Zero; |
189 | |||
190 | private bool m_followCamAuto = false; | ||
191 | |||
192 | private int m_movementUpdateCount = 0; | ||
193 | |||
194 | private const int NumMovementsBetweenRayCast = 5; | ||
195 | |||
196 | private bool CameraConstraintActive = false; | ||
189 | //private int m_moveToPositionStateStatus = 0; | 197 | //private int m_moveToPositionStateStatus = 0; |
190 | //***************************************************** | 198 | //***************************************************** |
191 | 199 | ||
@@ -1073,6 +1081,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
1073 | } | 1081 | } |
1074 | } | 1082 | } |
1075 | 1083 | ||
1084 | |||
1085 | /// <summary> | ||
1086 | /// Callback for the Camera view block check. Gets called with the results of the camera view block test | ||
1087 | /// hitYN is true when there's something in the way. | ||
1088 | /// </summary> | ||
1089 | /// <param name="hitYN"></param> | ||
1090 | /// <param name="collisionPoint"></param> | ||
1091 | /// <param name="localid"></param> | ||
1092 | /// <param name="distance"></param> | ||
1093 | public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) | ||
1094 | { | ||
1095 | if (m_followCamAuto) | ||
1096 | { | ||
1097 | |||
1098 | if (hitYN) | ||
1099 | { | ||
1100 | CameraConstraintActive = true; | ||
1101 | //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); | ||
1102 | |||
1103 | Vector3 normal = Vector3.Normalize(new Vector3(0,0,collisionPoint.Z) - collisionPoint); | ||
1104 | ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); | ||
1105 | } | ||
1106 | else | ||
1107 | { | ||
1108 | if (((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) | ||
1109 | || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02) | ||
1110 | || lastPhysRot != m_bodyRot)) | ||
1111 | { | ||
1112 | if (CameraConstraintActive) | ||
1113 | { | ||
1114 | ControllingClient.SendCameraConstraint(new Vector4(0, 0.5f, 0.9f, -3000f)); | ||
1115 | CameraConstraintActive = false; | ||
1116 | } | ||
1117 | } | ||
1118 | } | ||
1119 | } | ||
1120 | } | ||
1121 | |||
1076 | /// <summary> | 1122 | /// <summary> |
1077 | /// This is the event handler for client movement. If a client is moving, this event is triggering. | 1123 | /// This is the event handler for client movement. If a client is moving, this event is triggering. |
1078 | /// </summary> | 1124 | /// </summary> |
@@ -1098,11 +1144,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
1098 | // return; | 1144 | // return; |
1099 | //} | 1145 | //} |
1100 | 1146 | ||
1147 | |||
1148 | m_movementUpdateCount++; | ||
1149 | if (m_movementUpdateCount >= int.MaxValue) | ||
1150 | m_movementUpdateCount = 1; | ||
1151 | |||
1152 | |||
1101 | // Must check for standing up even when PhysicsActor is null, | 1153 | // Must check for standing up even when PhysicsActor is null, |
1102 | // since sitting currently removes avatar from physical scene | 1154 | // since sitting currently removes avatar from physical scene |
1103 | //m_log.Debug("agentPos:" + AbsolutePosition.ToString()); | 1155 | //m_log.Debug("agentPos:" + AbsolutePosition.ToString()); |
1104 | 1156 | ||
1105 | // This is irritating. Really. | 1157 | // This is irritating. Really. |
1158 | |||
1106 | if (!AbsolutePosition.IsFinite()) | 1159 | if (!AbsolutePosition.IsFinite()) |
1107 | { | 1160 | { |
1108 | RemoveFromPhysicalScene(); | 1161 | RemoveFromPhysicalScene(); |
@@ -1157,8 +1210,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
1157 | { | 1210 | { |
1158 | StandUp(); | 1211 | StandUp(); |
1159 | } | 1212 | } |
1160 | |||
1161 | 1213 | ||
1214 | |||
1215 | |||
1216 | // Check if Client has camera in 'follow cam' or 'build' mode. | ||
1217 | Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); | ||
1218 | |||
1219 | m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) | ||
1220 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; | ||
1221 | |||
1222 | |||
1223 | // Raycast from the avatar's head to the camera to see if there's anything blocking the view | ||
1224 | if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) | ||
1225 | { | ||
1226 | |||
1227 | if (m_followCamAuto) | ||
1228 | { | ||
1229 | Vector3 headadjustment = new Vector3(0, 0, 0.3f); | ||
1230 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - (m_pos + headadjustment)), Vector3.Distance(m_CameraCenter, (m_pos + headadjustment)) + 0.3f, RayCastCameraCallback); | ||
1231 | } | ||
1232 | } | ||
1162 | 1233 | ||
1163 | m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; | 1234 | m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; |
1164 | 1235 | ||
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 776e972..44bd716 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs | |||
@@ -1233,6 +1233,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server | |||
1233 | 1233 | ||
1234 | } | 1234 | } |
1235 | 1235 | ||
1236 | public void SendCameraConstraint(Vector4 ConstraintPlane) | ||
1237 | { | ||
1238 | |||
1239 | } | ||
1240 | |||
1236 | public void SendLandObjectOwners(LandData land, List<UUID> groups, Dictionary<UUID, int> ownersAndCount) | 1241 | public void SendLandObjectOwners(LandData land, List<UUID> groups, Dictionary<UUID, int> ownersAndCount) |
1237 | { | 1242 | { |
1238 | 1243 | ||
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index a1ed6ee..2102db9 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs | |||
@@ -904,6 +904,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
904 | public void SendForceClientSelectObjects(List<uint> objectIDs) | 904 | public void SendForceClientSelectObjects(List<uint> objectIDs) |
905 | { | 905 | { |
906 | } | 906 | } |
907 | public void SendCameraConstraint(Vector4 ConstraintPlane) | ||
908 | { | ||
909 | } | ||
907 | public void SendLandObjectOwners(LandData land, List<UUID> groups, Dictionary<UUID, int> ownersAndCount) | 910 | public void SendLandObjectOwners(LandData land, List<UUID> groups, Dictionary<UUID, int> ownersAndCount) |
908 | { | 911 | { |
909 | } | 912 | } |
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index 83d7a1d..92d5771 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |||
@@ -210,6 +210,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
210 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 210 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |
211 | return returncolliders; | 211 | return returncolliders; |
212 | } | 212 | } |
213 | |||
213 | } | 214 | } |
214 | 215 | ||
215 | public class BasicActor : PhysicsActor | 216 | public class BasicActor : PhysicsActor |
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs index 58c2a15..e0f856a 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs | |||
@@ -700,6 +700,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
700 | m_world.SetCollisionAddedCallback(m_CollisionInterface); | 700 | m_world.SetCollisionAddedCallback(m_CollisionInterface); |
701 | } | 701 | } |
702 | } | 702 | } |
703 | |||
704 | |||
703 | 705 | ||
704 | } | 706 | } |
705 | } | 707 | } |
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index 7e5e812..abed8df 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -817,9 +817,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
817 | GC.Collect(); | 817 | GC.Collect(); |
818 | BulletXMessage("Terrain erased!", false); | 818 | BulletXMessage("Terrain erased!", false); |
819 | } | 819 | } |
820 | |||
821 | |||
822 | |||
820 | //this._heightmap = null; | 823 | //this._heightmap = null; |
821 | } | 824 | } |
822 | 825 | ||
826 | |||
827 | |||
823 | internal void AddForgottenRigidBody(RigidBody forgottenRigidBody) | 828 | internal void AddForgottenRigidBody(RigidBody forgottenRigidBody) |
824 | { | 829 | { |
825 | _forgottenRigidBodies.Add(forgottenRigidBody); | 830 | _forgottenRigidBodies.Add(forgottenRigidBody); |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 410707b..95699fb 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -36,6 +36,8 @@ namespace OpenSim.Region.Physics.Manager | |||
36 | { | 36 | { |
37 | public delegate void physicsCrash(); | 37 | public delegate void physicsCrash(); |
38 | 38 | ||
39 | public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance); | ||
40 | |||
39 | public abstract class PhysicsScene | 41 | public abstract class PhysicsScene |
40 | { | 42 | { |
41 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
@@ -152,6 +154,39 @@ namespace OpenSim.Region.Physics.Manager | |||
152 | 154 | ||
153 | public abstract bool IsThreaded { get; } | 155 | public abstract bool IsThreaded { get; } |
154 | 156 | ||
157 | /// <summary> | ||
158 | /// True if the physics plugin supports raycasting against the physics scene | ||
159 | /// </summary> | ||
160 | public virtual bool SupportsRayCast() | ||
161 | { | ||
162 | return false; | ||
163 | } | ||
164 | |||
165 | /// <summary> | ||
166 | /// Queue a raycast against the physics scene. | ||
167 | /// The provided callback method will be called when the raycast is complete | ||
168 | /// | ||
169 | /// Many physics engines don't support collision testing at the same time as | ||
170 | /// manipulating the physics scene, so we queue the request up and callback | ||
171 | /// a custom method when the raycast is complete. | ||
172 | /// This allows physics engines that give an immediate result to callback immediately | ||
173 | /// and ones that don't, to callback when it gets a result back. | ||
174 | /// | ||
175 | /// ODE for example will not allow you to change the scene while collision testing or | ||
176 | /// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene. | ||
177 | /// | ||
178 | /// This is named RayCastWorld to not conflict with modrex's Raycast method. | ||
179 | /// </summary> | ||
180 | /// <param name="position">Origin of the ray</param> | ||
181 | /// <param name="direction">Direction of the ray</param> | ||
182 | /// <param name="length">Length of ray in meters</param> | ||
183 | /// <param name="retMethod">Method to call when the raycast is complete</param> | ||
184 | public virtual void RaycastWorld( Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
185 | { | ||
186 | if (retMethod != null) | ||
187 | retMethod(false, Vector3.Zero, 0, 999999999999f); | ||
188 | } | ||
189 | |||
155 | private class NullPhysicsScene : PhysicsScene | 190 | private class NullPhysicsScene : PhysicsScene |
156 | { | 191 | { |
157 | private static int m_workIndicator; | 192 | private static int m_workIndicator; |
@@ -240,6 +275,7 @@ namespace OpenSim.Region.Physics.Manager | |||
240 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 275 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |
241 | return returncolliders; | 276 | return returncolliders; |
242 | } | 277 | } |
278 | |||
243 | } | 279 | } |
244 | } | 280 | } |
245 | public delegate void JointMoved(PhysicsJoint joint); | 281 | public delegate void JointMoved(PhysicsJoint joint); |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs new file mode 100644 index 0000000..3a4bb02 --- /dev/null +++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs | |||
@@ -0,0 +1,295 @@ | |||
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.Physics.Manager; | ||
35 | using Ode.NET; | ||
36 | using log4net; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.OdePlugin | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// Processes raycast requests as ODE is in a state to be able to do them. | ||
42 | /// This ensures that it's thread safe and there will be no conflicts. | ||
43 | /// Requests get returned by a different thread then they were requested by. | ||
44 | /// </summary> | ||
45 | public class ODERayCastRequestManager | ||
46 | { | ||
47 | /// <summary> | ||
48 | /// Pending Raycast Requests | ||
49 | /// </summary> | ||
50 | protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>(); | ||
51 | |||
52 | /// <summary> | ||
53 | /// Scene that created this object. | ||
54 | /// </summary> | ||
55 | private OdeScene m_scene; | ||
56 | |||
57 | /// <summary> | ||
58 | /// ODE contact array to be filled by the collision testing | ||
59 | /// </summary> | ||
60 | d.ContactGeom[] contacts = new d.ContactGeom[5]; | ||
61 | |||
62 | /// <summary> | ||
63 | /// ODE near callback delegate | ||
64 | /// </summary> | ||
65 | private d.NearCallback nearCallback; | ||
66 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
67 | private List<ContactResult> m_contactResults = new List<ContactResult>(); | ||
68 | |||
69 | |||
70 | public ODERayCastRequestManager( OdeScene pScene) | ||
71 | { | ||
72 | m_scene = pScene; | ||
73 | nearCallback = near; | ||
74 | |||
75 | } | ||
76 | |||
77 | /// <summary> | ||
78 | /// Queues a raycast | ||
79 | /// </summary> | ||
80 | /// <param name="position">Origin of Ray</param> | ||
81 | /// <param name="direction">Ray normal</param> | ||
82 | /// <param name="length">Ray length</param> | ||
83 | /// <param name="retMethod">Return method to send the results</param> | ||
84 | public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
85 | { | ||
86 | lock (m_PendingRequests) | ||
87 | { | ||
88 | ODERayCastRequest req = new ODERayCastRequest(); | ||
89 | req.callbackMethod = retMethod; | ||
90 | req.length = length; | ||
91 | req.Normal = direction; | ||
92 | req.Origin = position; | ||
93 | |||
94 | m_PendingRequests.Add(req); | ||
95 | } | ||
96 | } | ||
97 | |||
98 | /// <summary> | ||
99 | /// Process all queued raycast requests | ||
100 | /// </summary> | ||
101 | /// <returns>Time in MS the raycasts took to process.</returns> | ||
102 | public int ProcessQueuedRequests() | ||
103 | { | ||
104 | int time = System.Environment.TickCount; | ||
105 | lock (m_PendingRequests) | ||
106 | { | ||
107 | if (m_PendingRequests.Count > 0) | ||
108 | { | ||
109 | foreach (ODERayCastRequest req in m_PendingRequests) | ||
110 | { | ||
111 | if (req.callbackMethod != null) // quick optimization here, don't raycast | ||
112 | RayCast(req); // if there isn't anyone to send results to | ||
113 | |||
114 | } | ||
115 | |||
116 | m_PendingRequests.Clear(); | ||
117 | } | ||
118 | } | ||
119 | |||
120 | lock (m_contactResults) | ||
121 | m_contactResults.Clear(); | ||
122 | |||
123 | return System.Environment.TickCount - time; | ||
124 | } | ||
125 | |||
126 | /// <summary> | ||
127 | /// Method that actually initiates the raycast | ||
128 | /// </summary> | ||
129 | /// <param name="req"></param> | ||
130 | private void RayCast(ODERayCastRequest req) | ||
131 | { | ||
132 | // Create the ray | ||
133 | IntPtr ray = d.CreateRay(m_scene.space, req.length); | ||
134 | d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z); | ||
135 | |||
136 | // Collide test | ||
137 | d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback); | ||
138 | |||
139 | // Remove Ray | ||
140 | d.GeomDestroy(ray); | ||
141 | |||
142 | |||
143 | // Define default results | ||
144 | bool hitYN = false; | ||
145 | uint hitConsumerID = 0; | ||
146 | float distance = 999999999999f; | ||
147 | Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f); | ||
148 | |||
149 | // Find closest contact and object. | ||
150 | lock (m_contactResults) | ||
151 | { | ||
152 | foreach(ContactResult cResult in m_contactResults) | ||
153 | { | ||
154 | if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact)) | ||
155 | { | ||
156 | closestcontact = cResult.Pos; | ||
157 | hitConsumerID = cResult.ConsumerID; | ||
158 | distance = cResult.Depth; | ||
159 | hitYN = true; | ||
160 | } | ||
161 | } | ||
162 | |||
163 | m_contactResults.Clear(); | ||
164 | } | ||
165 | |||
166 | // Return results | ||
167 | if (req.callbackMethod != null) | ||
168 | req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance); | ||
169 | } | ||
170 | |||
171 | // This is the standard Near. Uses space AABBs to speed up detection. | ||
172 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | ||
173 | { | ||
174 | // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms. | ||
175 | if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) | ||
176 | { | ||
177 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
178 | return; | ||
179 | |||
180 | // Separating static prim geometry spaces. | ||
181 | // We'll be calling near recursivly if one | ||
182 | // of them is a space to find all of the | ||
183 | // contact points in the space | ||
184 | try | ||
185 | { | ||
186 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | ||
187 | } | ||
188 | catch (AccessViolationException) | ||
189 | { | ||
190 | m_log.Warn("[PHYSICS]: Unable to collide test a space"); | ||
191 | return; | ||
192 | } | ||
193 | //Colliding a space or a geom with a space or a geom. so drill down | ||
194 | |||
195 | //Collide all geoms in each space.. | ||
196 | //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback); | ||
197 | //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback); | ||
198 | return; | ||
199 | } | ||
200 | |||
201 | if (g1 == IntPtr.Zero || g2 == IntPtr.Zero) | ||
202 | return; | ||
203 | |||
204 | int count = 0; | ||
205 | try | ||
206 | { | ||
207 | |||
208 | if (g1 == g2) | ||
209 | return; // Can't collide with yourself | ||
210 | |||
211 | lock (contacts) | ||
212 | { | ||
213 | count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); | ||
214 | } | ||
215 | } | ||
216 | catch (SEHException) | ||
217 | { | ||
218 | 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."); | ||
219 | } | ||
220 | catch (Exception e) | ||
221 | { | ||
222 | m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message); | ||
223 | return; | ||
224 | } | ||
225 | |||
226 | PhysicsActor p1 = null; | ||
227 | PhysicsActor p2 = null; | ||
228 | |||
229 | if (g1 != IntPtr.Zero) | ||
230 | m_scene.actor_name_map.TryGetValue(g1, out p1); | ||
231 | |||
232 | if (g2 != IntPtr.Zero) | ||
233 | m_scene.actor_name_map.TryGetValue(g1, out p2); | ||
234 | |||
235 | // Loop over contacts, build results. | ||
236 | for (int i = 0; i < count; i++) | ||
237 | { | ||
238 | if (p1 != null) { | ||
239 | if (p1 is OdePrim) | ||
240 | { | ||
241 | ContactResult collisionresult = new ContactResult(); | ||
242 | |||
243 | collisionresult.ConsumerID = ((OdePrim)p1).m_localID; | ||
244 | collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z); | ||
245 | collisionresult.Depth = contacts[i].depth; | ||
246 | |||
247 | lock (m_contactResults) | ||
248 | m_contactResults.Add(collisionresult); | ||
249 | } | ||
250 | } | ||
251 | |||
252 | if (p2 != null) | ||
253 | { | ||
254 | if (p2 is OdePrim) | ||
255 | { | ||
256 | ContactResult collisionresult = new ContactResult(); | ||
257 | |||
258 | collisionresult.ConsumerID = ((OdePrim)p2).m_localID; | ||
259 | collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z); | ||
260 | collisionresult.Depth = contacts[i].depth; | ||
261 | |||
262 | lock (m_contactResults) | ||
263 | m_contactResults.Add(collisionresult); | ||
264 | } | ||
265 | } | ||
266 | |||
267 | |||
268 | } | ||
269 | |||
270 | } | ||
271 | |||
272 | /// <summary> | ||
273 | /// Dereference the creator scene so that it can be garbage collected if needed. | ||
274 | /// </summary> | ||
275 | internal void Dispose() | ||
276 | { | ||
277 | m_scene = null; | ||
278 | } | ||
279 | } | ||
280 | |||
281 | public struct ODERayCastRequest | ||
282 | { | ||
283 | public Vector3 Origin; | ||
284 | public Vector3 Normal; | ||
285 | public float length; | ||
286 | public RaycastCallback callbackMethod; | ||
287 | } | ||
288 | |||
289 | public struct ContactResult | ||
290 | { | ||
291 | public Vector3 Pos; | ||
292 | public float Depth; | ||
293 | public uint ConsumerID; | ||
294 | } | ||
295 | } | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 889afb6..87357a3 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -306,6 +306,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
306 | 306 | ||
307 | private volatile int m_global_contactcount = 0; | 307 | private volatile int m_global_contactcount = 0; |
308 | 308 | ||
309 | private ODERayCastRequestManager m_rayCastManager; | ||
310 | |||
309 | /// <summary> | 311 | /// <summary> |
310 | /// Initiailizes the scene | 312 | /// Initiailizes the scene |
311 | /// Sets many properties that ODE requires to be stable | 313 | /// Sets many properties that ODE requires to be stable |
@@ -321,7 +323,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
321 | nearCallback = near; | 323 | nearCallback = near; |
322 | triCallback = TriCallback; | 324 | triCallback = TriCallback; |
323 | triArrayCallback = TriArrayCallback; | 325 | triArrayCallback = TriArrayCallback; |
324 | 326 | m_rayCastManager = new ODERayCastRequestManager(this); | |
325 | lock (OdeLock) | 327 | lock (OdeLock) |
326 | { | 328 | { |
327 | // Create the world and the first space | 329 | // Create the world and the first space |
@@ -2833,6 +2835,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2833 | //if ((framecount % m_randomizeWater) == 0) | 2835 | //if ((framecount % m_randomizeWater) == 0) |
2834 | // randomizeWater(waterlevel); | 2836 | // randomizeWater(waterlevel); |
2835 | 2837 | ||
2838 | int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); | ||
2839 | |||
2836 | collision_optimized(timeStep); | 2840 | collision_optimized(timeStep); |
2837 | 2841 | ||
2838 | lock (_collisionEventPrim) | 2842 | lock (_collisionEventPrim) |
@@ -3377,6 +3381,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3377 | 3381 | ||
3378 | public override void Dispose() | 3382 | public override void Dispose() |
3379 | { | 3383 | { |
3384 | m_rayCastManager.Dispose(); | ||
3385 | m_rayCastManager = null; | ||
3386 | |||
3380 | lock (OdeLock) | 3387 | lock (OdeLock) |
3381 | { | 3388 | { |
3382 | lock (_prims) | 3389 | lock (_prims) |
@@ -3417,6 +3424,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3417 | } | 3424 | } |
3418 | return returncolliders; | 3425 | return returncolliders; |
3419 | } | 3426 | } |
3427 | |||
3428 | public override bool SupportsRayCast() | ||
3429 | { | ||
3430 | return true; | ||
3431 | } | ||
3432 | |||
3433 | public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod) | ||
3434 | { | ||
3435 | if (retMethod != null) | ||
3436 | { | ||
3437 | m_rayCastManager.QueueRequest(position, direction, length, retMethod); | ||
3438 | } | ||
3439 | } | ||
3440 | |||
3420 | #if USE_DRAWSTUFF | 3441 | #if USE_DRAWSTUFF |
3421 | // Keyboard callback | 3442 | // Keyboard callback |
3422 | public void command(int cmd) | 3443 | public void command(int cmd) |
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs index 3128477..029dcce 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs | |||
@@ -272,5 +272,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
272 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 272 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |
273 | return returncolliders; | 273 | return returncolliders; |
274 | } | 274 | } |
275 | |||
276 | |||
275 | } | 277 | } |
276 | } | 278 | } |
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index 3082455..e7d989c 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |||
@@ -214,6 +214,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
214 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 214 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |
215 | return returncolliders; | 215 | return returncolliders; |
216 | } | 216 | } |
217 | |||
217 | } | 218 | } |
218 | 219 | ||
219 | public class PhysXCharacter : PhysicsActor | 220 | public class PhysXCharacter : PhysicsActor |