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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- 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
- {
- /// <summary>
- /// 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.
- /// </summary>
- public class ODERayCastRequestManager
- {
- /// <summary>
- /// Pending Raycast Requests
- /// </summary>
- protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
- /// <summary>
- /// Scene that created this object.
- /// </summary>
- private OdeScene m_scene;
- /// <summary>
- /// ODE contact array to be filled by the collision testing
- /// </summary>
- d.ContactGeom[] contacts = new d.ContactGeom[5];
- /// <summary>
- /// ODE near callback delegate
- /// </summary>
- private d.NearCallback nearCallback;
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private List<ContactResult> m_contactResults = new List<ContactResult>();
- public ODERayCastRequestManager(OdeScene pScene)
- {
- m_scene = pScene;
- nearCallback = near;
-
- }
- /// <summary>
- /// Queues a raycast
- /// </summary>
- /// <param name="position">Origin of Ray</param>
- /// <param name="direction">Ray normal</param>
- /// <param name="length">Ray length</param>
- /// <param name="retMethod">Return method to send the results</param>
- 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);
- }
- }
- /// <summary>
- /// Process all queued raycast requests
- /// </summary>
- /// <returns>Time in MS the raycasts took to process.</returns>
- 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;
- }
- /// <summary>
- /// Method that actually initiates the raycast
- /// </summary>
- /// <param name="req"></param>
- 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)
- {
- //Don't test against heightfield Geom, or you'll be sorry!
-
- /*
- terminate called after throwing an instance of 'std::bad_alloc'
- what(): std::bad_alloc
- Stacktrace:
-
- at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
- at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
- at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
- at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
- fffff>
- at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
- at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
- at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
- 0x00114>
- at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
- at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
- at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
- at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
- at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
- at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
-
- Native stacktrace:
-
- mono [0x80d2a42]
- [0xb7f5840c]
- /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
- /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
- /usr/lib/libstdc++.so.6 [0xb45fa865]
- /usr/lib/libstdc++.so.6 [0xb45fa8a2]
- /usr/lib/libstdc++.so.6 [0xb45fa9da]
- /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
- /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
- libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
- libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
- libode.so(dCollide+0x102) [0xb46571b2]
- [0x95cfdec9]
- [0x8ea07fe1]
- [0xab260146]
- libode.so [0xb465a5c4]
- libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
- libode.so(dSpaceCollide2+0x177) [0xb465ac67]
- [0x95cf978e]
- [0x8ea07945]
- [0x95cf2bbc]
- [0xab2787e7]
- [0xab419fb3]
- [0xab416657]
- [0xab415bda]
- [0xb609b08e]
- mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
- mono [0x81a2f0f]
- mono [0x81d28b6]
- mono [0x81ea2c6]
- /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
- /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
- */
- // Exclude heightfield geom
- if (g1 == m_scene.LandGeom)
- return;
- if (g2 == m_scene.LandGeom)
- return;
- if (g1 == m_scene.WaterGeom)
- return;
- if (g2 == m_scene.WaterGeom)
- return;
-
-
-
- // 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);
- }
- }
-
- }
- }
- /// <summary>
- /// Dereference the creator scene so that it can be garbage collected if needed.
- /// </summary>
- 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;
- }
- }
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