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using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using OpenMetaverse;
using OpenSim.Region.Physics.Manager;
using Ode.NET;
using log4net;
namespace OpenSim.Region.Physics.OdePlugin
{
///
/// Processes raycast requests as ODE is in a state to be able to do them.
/// This ensures that it's thread safe and there will be no conflicts.
/// Requests get returned by a different thread then they were requested by.
///
public class ODERayCastRequestManager
{
///
/// Pending Raycast Requests
///
protected List m_PendingRequests = new List();
///
/// Scene that created this object.
///
private OdeScene m_scene;
///
/// ODE contact array to be filled by the collision testing
///
d.ContactGeom[] contacts = new d.ContactGeom[5];
///
/// ODE near callback delegate
///
private d.NearCallback nearCallback;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private List m_contactResults = new List();
public ODERayCastRequestManager( OdeScene pScene)
{
m_scene = pScene;
nearCallback = near;
}
///
/// Queues a raycast
///
/// Origin of Ray
/// Ray normal
/// Ray length
/// Return method to send the results
public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
{
lock (m_PendingRequests)
{
ODERayCastRequest req = new ODERayCastRequest();
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
m_PendingRequests.Add(req);
}
}
///
/// Process all queued raycast requests
///
/// Time in MS the raycasts took to process.
public int ProcessQueuedRequests()
{
int time = System.Environment.TickCount;
lock (m_PendingRequests)
{
if (m_PendingRequests.Count > 0)
{
foreach (ODERayCastRequest req in m_PendingRequests)
{
if (req.callbackMethod != null) // quick optimization here, don't raycast
RayCast(req); // if there isn't anyone to send results to
}
m_PendingRequests.Clear();
}
}
lock (m_contactResults)
m_contactResults.Clear();
return System.Environment.TickCount - time;
}
///
/// Method that actually initiates the raycast
///
///
private void RayCast(ODERayCastRequest req)
{
// Create the ray
IntPtr ray = d.CreateRay(m_scene.space, req.length);
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
// Collide test
d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
// Remove Ray
d.GeomDestroy(ray);
// Define default results
bool hitYN = false;
uint hitConsumerID = 0;
float distance = 999999999999f;
Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
// Find closest contact and object.
lock (m_contactResults)
{
foreach(ContactResult cResult in m_contactResults)
{
if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
{
closestcontact = cResult.Pos;
hitConsumerID = cResult.ConsumerID;
distance = cResult.Depth;
hitYN = true;
}
}
m_contactResults.Clear();
}
// Return results
if (req.callbackMethod != null)
req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance);
}
// This is the standard Near. Uses space AABBs to speed up detection.
private void near(IntPtr space, IntPtr g1, IntPtr g2)
{
// Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
{
if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
return;
// Separating static prim geometry spaces.
// We'll be calling near recursivly if one
// of them is a space to find all of the
// contact points in the space
try
{
d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
}
catch (AccessViolationException)
{
m_log.Warn("[PHYSICS]: Unable to collide test a space");
return;
}
//Colliding a space or a geom with a space or a geom. so drill down
//Collide all geoms in each space..
//if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
//if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
return;
}
if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
return;
int count = 0;
try
{
if (g1 == g2)
return; // Can't collide with yourself
lock (contacts)
{
count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
}
}
catch (SEHException)
{
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.");
}
catch (Exception e)
{
m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
return;
}
PhysicsActor p1 = null;
PhysicsActor p2 = null;
if (g1 != IntPtr.Zero)
m_scene.actor_name_map.TryGetValue(g1, out p1);
if (g2 != IntPtr.Zero)
m_scene.actor_name_map.TryGetValue(g1, out p2);
// Loop over contacts, build results.
for (int i = 0; i < count; i++)
{
if (p1 != null) {
if (p1 is OdePrim)
{
ContactResult collisionresult = new ContactResult();
collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
collisionresult.Depth = contacts[i].depth;
lock (m_contactResults)
m_contactResults.Add(collisionresult);
}
}
if (p2 != null)
{
if (p2 is OdePrim)
{
ContactResult collisionresult = new ContactResult();
collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
collisionresult.Depth = contacts[i].depth;
lock (m_contactResults)
m_contactResults.Add(collisionresult);
}
}
}
}
///
/// Dereference the creator scene so that it can be garbage collected if needed.
///
internal void Dispose()
{
m_scene = null;
}
}
public struct ODERayCastRequest
{
public Vector3 Origin;
public Vector3 Normal;
public float length;
public RaycastCallback callbackMethod;
}
public struct ContactResult
{
public Vector3 Pos;
public float Depth;
public uint ConsumerID;
}
}