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* notice, this list of conditions and the following disclaimer in the
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* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OdeAPI;
using log4net;
using OpenMetaverse;
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 ray requests
///
protected OpenSim.Framework.LocklessQueue m_PendingRequests = new OpenSim.Framework.LocklessQueue();
///
/// Scene that created this object.
///
private OdeScene m_scene;
IntPtr ray; // the ray. we only need one for our lifetime
private const int ColisionContactGeomsPerTest = 5;
private const int DefaultMaxCount = 25;
private const int MaxTimePerCallMS = 30;
///
/// 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();
private RayFilterFlags CurrentRayFilter;
private int CurrentMaxCount;
public ODERayCastRequestManager(OdeScene pScene)
{
m_scene = pScene;
nearCallback = near;
ray = d.CreateRay(IntPtr.Zero, 1.0f);
d.GeomSetCategoryBits(ray,0);
}
///
/// Queues request for a raycast to all world
///
/// Origin of Ray
/// Ray direction
/// Ray length
/// Return method to send the results
public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.Count = DefaultMaxCount;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.filter = RayFilterFlags.AllPrims;
m_PendingRequests.Enqueue(req);
}
///
/// Queues request for a raycast to particular part
///
/// Origin of Ray
/// Ray direction
/// Ray length
/// Return method to send the results
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = geom;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = DefaultMaxCount;
req.filter = RayFilterFlags.AllPrims;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.Count = DefaultMaxCount;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.filter = RayFilterFlags.AllPrims | RayFilterFlags.land;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = geom;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = DefaultMaxCount;
req.filter = RayFilterFlags.AllPrims;
m_PendingRequests.Enqueue(req);
}
///
/// 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, int count, RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
req.filter = RayFilterFlags.AllPrims;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
req.filter = filter;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = geom;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
req.filter = RayFilterFlags.AllPrims;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
req.filter = RayFilterFlags.AllPrims;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = geom;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
req.filter = RayFilterFlags.AllPrims;
m_PendingRequests.Enqueue(req);
}
///
/// Process all queued raycast requests
///
/// Time in MS the raycasts took to process.
public int ProcessQueuedRequests()
{
if (m_PendingRequests.Count <= 0)
return 0;
if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
// oops something got wrong or scene isn't ready still
{
m_PendingRequests.Clear();
return 0;
}
int time = Util.EnvironmentTickCount();
ODERayRequest req;
int closestHit;
int backfacecull;
CollisionCategories catflags;
while (m_PendingRequests.Dequeue(out req))
{
if (req.callbackMethod != null)
{
CurrentRayFilter = req.filter;
CurrentMaxCount = req.Count;
closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
d.GeomRaySetLength(ray, req.length);
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
d.GeomRaySetParams(ray, 0, backfacecull);
d.GeomRaySetClosestHit(ray, closestHit);
if (req.callbackMethod is RaycastCallback)
// if we only want one get only one per colision pair saving memory
CurrentRayFilter |= RayFilterFlags.ClosestHit;
if (req.geom == IntPtr.Zero)
{
// translate ray filter to colision flags
catflags = 0;
if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
catflags |= CollisionCategories.VolumeDtc;
if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
catflags |= CollisionCategories.Phantom;
if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
catflags |= CollisionCategories.Character;
if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
catflags |= CollisionCategories.Geom;
if ((CurrentRayFilter & RayFilterFlags.land) != 0)
catflags |= CollisionCategories.Land;
if ((CurrentRayFilter & RayFilterFlags.water) != 0)
catflags |= CollisionCategories.Water;
if (catflags != 0)
{
d.GeomSetCollideBits(ray, (uint)catflags);
doSpaceRay(req);
}
}
else
{
// if we select a geom don't use filters
d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
doGeomRay(req);
}
}
if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
break;
}
lock (m_contactResults)
m_contactResults.Clear();
return Util.EnvironmentTickCountSubtract(time);
}
///
/// Method that actually initiates the raycast with spaces
///
///
///
private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
// private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
private void doSpaceRay(ODERayRequest req)
{
// Collide tests
if ((CurrentRayFilter & FilterActiveSpace) != 0)
{
d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
d.SpaceCollide2(ray, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
}
if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
{
// current ode land to ray collisions is very bad
// so for now limit its range badly
if (req.length > 30.0f)
d.GeomRaySetLength(ray, 30.0f);
d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
}
if (req.callbackMethod is RaycastCallback)
{
// Define default results
bool hitYN = false;
uint hitConsumerID = 0;
float distance = float.MaxValue;
Vector3 closestcontact = Vector3.Zero;
Vector3 snormal = Vector3.Zero;
// Find closest contact and object.
lock (m_contactResults)
{
foreach (ContactResult cResult in m_contactResults)
{
if(cResult.Depth < distance)
{
closestcontact = cResult.Pos;
hitConsumerID = cResult.ConsumerID;
distance = cResult.Depth;
snormal = cResult.Normal;
}
}
m_contactResults.Clear();
}
if (distance > 0 && distance < float.MaxValue)
hitYN = true;
((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
}
else
{
List cresult = new List(m_contactResults.Count);
lock (m_PendingRequests)
{
cresult.AddRange(m_contactResults);
m_contactResults.Clear();
}
((RayCallback)req.callbackMethod)(cresult);
}
}
///
/// Method that actually initiates the raycast with a geom
///
///
private void doGeomRay(ODERayRequest req)
{
// Collide test
d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
if (req.callbackMethod is RaycastCallback)
{
// Define default results
bool hitYN = false;
uint hitConsumerID = 0;
float distance = float.MaxValue;
Vector3 closestcontact = Vector3.Zero;
Vector3 snormal = Vector3.Zero;
// Find closest contact and object.
lock (m_contactResults)
{
foreach (ContactResult cResult in m_contactResults)
{
if(cResult.Depth < distance )
{
closestcontact = cResult.Pos;
hitConsumerID = cResult.ConsumerID;
distance = cResult.Depth;
snormal = cResult.Normal;
}
}
m_contactResults.Clear();
}
if (distance > 0 && distance < float.MaxValue)
hitYN = true;
((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
}
else
{
List cresult = new List(m_contactResults.Count);
lock (m_PendingRequests)
{
cresult.AddRange(m_contactResults);
m_contactResults.Clear();
}
((RayCallback)req.callbackMethod)(cresult);
}
}
private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
{
IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
return false;
IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
return true;
}
// This is the standard Near. g1 is the ray
private void near(IntPtr space, IntPtr g1, IntPtr g2)
{
if (g2 == IntPtr.Zero || g1 == g2)
return;
if (m_contactResults.Count >= CurrentMaxCount)
return;
if (d.GeomIsSpace(g2))
{
try
{
d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
}
catch (Exception e)
{
m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
}
return;
}
int count = 0;
try
{
count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
}
catch (Exception e)
{
m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
return;
}
if (count == 0)
return;
uint ID = 0;
PhysicsActor p2 = null;
m_scene.actor_name_map.TryGetValue(g2, out p2);
if (p2 == null)
{
/*
string name;
if (!m_scene.geom_name_map.TryGetValue(g2, out name))
return;
if (name == "Terrain")
{
// land colision
if ((CurrentRayFilter & RayFilterFlags.land) == 0)
return;
}
else if (name == "Water")
{
if ((CurrentRayFilter & RayFilterFlags.water) == 0)
return;
}
else
return;
*/
return;
}
else
{
switch (p2.PhysicsActorType)
{
case (int)ActorTypes.Prim:
RayFilterFlags thisFlags;
if (p2.IsPhysical)
thisFlags = RayFilterFlags.physical;
else
thisFlags = RayFilterFlags.nonphysical;
if (p2.Phantom)
thisFlags |= RayFilterFlags.phantom;
if (p2.IsVolumeDtc)
thisFlags |= RayFilterFlags.volumedtc;
if ((thisFlags & CurrentRayFilter) == 0)
return;
ID = ((OdePrim)p2).LocalID;
break;
case (int)ActorTypes.Agent:
if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
return;
else
ID = ((OdeCharacter)p2).LocalID;
break;
case (int)ActorTypes.Ground:
if ((CurrentRayFilter & RayFilterFlags.land) == 0)
return;
break;
case (int)ActorTypes.Water:
if ((CurrentRayFilter & RayFilterFlags.water) == 0)
return;
break;
default:
return;
break;
}
}
d.ContactGeom curcontact = new d.ContactGeom();
// closestHit for now only works for meshs, so must do it for others
if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
{
// Loop all contacts, build results.
for (int i = 0; i < count; i++)
{
if (!GetCurContactGeom(i, ref curcontact))
break;
ContactResult collisionresult = new ContactResult();
collisionresult.ConsumerID = ID;
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
collisionresult.Depth = curcontact.depth;
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
curcontact.normal.Z);
lock (m_contactResults)
{
m_contactResults.Add(collisionresult);
if (m_contactResults.Count >= CurrentMaxCount)
return;
}
}
}
else
{
// keep only closest contact
ContactResult collisionresult = new ContactResult();
collisionresult.ConsumerID = ID;
collisionresult.Depth = float.MaxValue;
for (int i = 0; i < count; i++)
{
if (!GetCurContactGeom(i, ref curcontact))
break;
if (curcontact.depth < collisionresult.Depth)
{
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
collisionresult.Depth = curcontact.depth;
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
curcontact.normal.Z);
}
}
if (collisionresult.Depth != float.MaxValue)
{
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;
if (ray != IntPtr.Zero)
{
d.GeomDestroy(ray);
ray = IntPtr.Zero;
}
}
}
public struct ODERayRequest
{
public IntPtr geom;
public Vector3 Origin;
public Vector3 Normal;
public int Count;
public float length;
public object callbackMethod;
public RayFilterFlags filter;
}
}