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using System;
using System.Collections.Generic;
using System.Collections.Concurrent;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using OpenSim.Framework;
using OpenSim.Region.PhysicsModules.SharedBase;
using log4net;
using OpenMetaverse;
namespace OpenSim.Region.PhysicsModule.ubOde
{
///
/// 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 ConcurrentQueue m_PendingRequests = new();
///
/// Scene that created this object.
///
private readonly ODEScene m_scene;
private readonly UBOdeNative.ContactGeom[] m_contacts;
IntPtr ray; // the ray. we only need one for our lifetime
private int CollisionContactGeomsPerTest = 25;
private const int ResultsMaxCount = 25;
private const int DefaultResultsMaxCount = 25;
private const int MaxTimePerCallMS = 30;
///
/// ODE near callback delegate
///
private readonly UBOdeNative.NearCallback nearCallback;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private readonly List m_contactResults = new(ResultsMaxCount);
private readonly object m_contactResultsLock = new();
private RayFilterFlags CurrentRayFilter;
private int CurrentMaxCount;
ContactResult SharedCollisionResult = new();
public ODERayCastRequestManager(ODEScene pScene)
{
m_scene = pScene;
m_contacts = pScene.m_contacts;
nearCallback = near;
ray = UBOdeNative.CreateRay(IntPtr.Zero, 1.0f);
UBOdeNative.GeomSetCategoryBits(ray, 0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void QueueRequest(ODERayRequest req)
{
if (req.Count == 0)
req.Count = DefaultResultsMaxCount;
m_PendingRequests.Enqueue(req);
}
///
/// Process all queued raycast requests
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ProcessQueuedRequests()
{
if (m_PendingRequests.IsEmpty)
return ;
int time = Util.EnvironmentTickCount();
while (m_PendingRequests.TryDequeue(out ODERayRequest req))
{
if(req.length <= 0)
{
NoContacts(req);
continue;
}
IntPtr geom = IntPtr.Zero;
if (req.actor != null)
{
if (m_scene.haveActor(req.actor))
{
if (req.actor is OdePrim prim)
geom = prim.m_prim_geom;
else if (req.actor is OdeCharacter ch)
geom = ch.collider;
}
if (geom == IntPtr.Zero)
{
NoContacts(req);
continue;
}
}
CurrentRayFilter = req.filter;
CurrentMaxCount = req.Count;
if (CurrentMaxCount > 25)
CurrentMaxCount = 25;
unchecked
{
CollisionContactGeomsPerTest = ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0) ?
CurrentMaxCount | (int)UBOdeNative.CONTACTS_UNIMPORTANT : CurrentMaxCount;
}
int backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
UBOdeNative.GeomRaySetParams(ray, 0, backfacecull);
if (req.callbackMethod is RaycastCallback)
{
// if we only want one get only one per Collision pair saving memory
CurrentRayFilter |= RayFilterFlags.ClosestHit;
UBOdeNative.GeomRaySetClosestHit(ray, 1);
}
else
{
int closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
UBOdeNative.GeomRaySetClosestHit(ray, closestHit);
}
if (geom == IntPtr.Zero)
{
// translate ray filter to Collision flags
CollisionCategories 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 (catflags != 0)
{
UBOdeNative.GeomSetCollideBits(ray, (uint)catflags);
doSpaceRay(req);
}
}
else
{
// if we select a geom don't use filters
UBOdeNative.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
doGeomRay(req,geom);
}
if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
break;
}
lock (m_contactResultsLock)
m_contactResults.Clear();
}
///
/// Method that actually initiates the raycast with spaces
///
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void NoContacts(ODERayRequest req)
{
if (req.callbackMethod is RaycastCallback callback)
callback(false, Vector3.Zero, 0, 0, Vector3.Zero);
else if (req.callbackMethod is RayCallback raycallback)
raycallback(new List());
}
private const RayFilterFlags FilterActiveSpace = RayFilterFlags.physical | RayFilterFlags.LSLPhantom;
private const RayFilterFlags FilterStaticSpace = RayFilterFlags.nonphysical | RayFilterFlags.LSLPhantom;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void doSpaceRay(ODERayRequest req)
{
UBOdeNative.GeomRaySetLength(ray, req.length);
UBOdeNative.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
// Collide tests
if ((CurrentRayFilter & FilterActiveSpace) != 0)
UBOdeNative.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
{
foreach(OdeCharacter chr in CollectionsMarshal.AsSpan(m_scene._charactersList))
{
if (m_contactResults.Count >= CurrentMaxCount)
break;
if(m_scene.CollideRaySimpleCapsule(chr, req.Origin, req.Normal, req.length, ref SharedCollisionResult))
{
SharedCollisionResult.ConsumerID = chr.m_baseLocalID;
m_contactResults.Add(SharedCollisionResult);
}
}
}
if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
UBOdeNative.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 > 60.0f)
{
Vector3 t = req.Normal * req.length;
float tmp = t.X * t.X + t.Y * t.Y;
if(tmp > 2500)
{
float tmp2 = req.length * req.length - tmp + 2500;
tmp2 = (float)Math.Sqrt(tmp2);
UBOdeNative.GeomRaySetLength(ray, tmp2);
}
}
CollideRayTerrain(m_scene.TerrainGeom);
}
if (req.callbackMethod is RaycastCallback callback)
{
// 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_contactResultsLock)
{
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;
callback(hitYN, closestcontact, hitConsumerID, distance, snormal);
}
else
{
List cresult = new(m_contactResults.Count);
lock (m_contactResultsLock)
{
cresult.AddRange(m_contactResults);
m_contactResults.Clear();
}
((RayCallback)req.callbackMethod)(cresult);
}
}
///
/// Method that actually initiates the raycast with a geom
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void doGeomRay(ODERayRequest req, IntPtr geom)
{
UBOdeNative.GeomRaySetLength(ray, req.length);
UBOdeNative.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
// Collide test
UBOdeNative.SpaceCollide2(ray, geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
if (req.callbackMethod is RaycastCallback callback)
{
// 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_contactResultsLock)
{
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;
callback(hitYN, closestcontact, hitConsumerID, distance, snormal);
}
else
{
List cresult = new(m_contactResults.Count);
lock (m_contactResultsLock)
{
cresult.AddRange(m_contactResults);
m_contactResults.Clear();
}
((RayCallback)req.callbackMethod)(cresult);
}
}
// This is the standard Near. g1 is the ray
private void near(IntPtr dummy, IntPtr g1, IntPtr g2)
{
if (g2 == IntPtr.Zero)
return;
if (m_contactResults.Count >= CurrentMaxCount)
return;
if (UBOdeNative.GeomIsSpace(g2))
{
try
{
UBOdeNative.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;
try
{
count = UBOdeNative.CollidePtr(g1, g2, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, UBOdeNative.SizeOfContactGeom);
}
catch (Exception e)
{
m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
return;
}
if (count == 0)
return;
m_scene.actor_name_map.TryGetValue(g2, out PhysicsActor p2);
if (p2 is null || p2.PhysicsActorType != (int)ActorTypes.Prim)
return;
RayFilterFlags thisFlags = p2.IsPhysical ? RayFilterFlags.physical : RayFilterFlags.nonphysical;
if (p2.Phantom)
thisFlags |= RayFilterFlags.phantom;
if (p2.IsVolumeDtc)
thisFlags |= RayFilterFlags.volumedtc;
if ((thisFlags & CurrentRayFilter) == 0)
return;
uint ID = ((OdePrim)p2).LocalID;
// 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)
{
ref UBOdeNative.ContactGeom curCtg = ref m_contacts[i];
lock (m_contactResultsLock)
{
m_contactResults.Add(new ContactResult
{
ConsumerID = ID,
Pos = Unsafe.As(ref curCtg.pos),
Normal = Unsafe.As(ref curCtg.normal),
Depth = curCtg.depth
});
if (m_contactResults.Count >= CurrentMaxCount)
return;
}
}
}
else
{
// keep only closest contact
ref UBOdeNative.ContactGeom curCtg = ref m_contacts[0];
SharedCollisionResult.Pos = Unsafe.As(ref curCtg.pos);
SharedCollisionResult.Normal = Unsafe.As(ref curCtg.normal);
float depth = curCtg.depth;
SharedCollisionResult.Depth = depth;
for (int i = 1; i < count; ++i)
{
curCtg = ref m_contacts[i];
if (curCtg.depth < depth)
{
SharedCollisionResult.Pos = Unsafe.As(ref curCtg.pos);
SharedCollisionResult.Normal = Unsafe.As(ref curCtg.normal);
depth = curCtg.depth;
SharedCollisionResult.Depth = depth;
}
}
SharedCollisionResult.ConsumerID = ID;
lock (m_contactResultsLock)
m_contactResults.Add(SharedCollisionResult);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void CollideRayAvatar(OdeCharacter chr)
{
int count;
try
{
count = UBOdeNative.CollidePtr(ray, chr.collider, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, UBOdeNative.SizeOfContactGeom);
if (count == 0)
return;
}
catch (Exception e)
{
m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
return;
}
// closestHit for now only works for meshs, so must do it for others
if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
{
uint id = chr.LocalID;
// Loop all contacts, build results.
for (int i = 0; i < count; i++)
{
ref UBOdeNative.ContactGeom curCtg = ref m_contacts[i];
lock (m_contactResultsLock)
{
m_contactResults.Add(new ContactResult
{
ConsumerID = id,
Pos = Unsafe.As(ref curCtg.pos),
Normal = Unsafe.As(ref curCtg.normal),
Depth = curCtg.depth
});
if (m_contactResults.Count >= CurrentMaxCount)
return;
}
}
}
else
{
// keep only closest contact
ref UBOdeNative.ContactGeom curCtg = ref m_contacts[0];
SharedCollisionResult.Pos = Unsafe.As(ref curCtg.pos);
SharedCollisionResult.Normal = Unsafe.As(ref curCtg.normal);
float depth = curCtg.depth;
SharedCollisionResult.Depth = depth;
for (int i = 1; i < count; ++i)
{
curCtg = ref m_contacts[i];
if (curCtg.depth < depth)
{
SharedCollisionResult.Pos = Unsafe.As(ref curCtg.pos);
SharedCollisionResult.Normal = Unsafe.As(ref curCtg.normal);
depth = curCtg.depth;
SharedCollisionResult.Depth = depth;
}
}
SharedCollisionResult.ConsumerID = chr.LocalID;
lock (m_contactResultsLock)
m_contactResults.Add(SharedCollisionResult);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void CollideRayTerrain(IntPtr terrain)
{
if (terrain == IntPtr.Zero)
return;
int count;
try
{
count = UBOdeNative.CollidePtr(ray, terrain, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, UBOdeNative.SizeOfContactGeom);
if (count == 0)
return;
}
catch (Exception e)
{
m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
return;
}
// 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++)
{
ref UBOdeNative.ContactGeom curCtg = ref m_contacts[i];
lock (m_contactResultsLock)
{
m_contactResults.Add(new ContactResult
{
ConsumerID = 0,
Pos = Unsafe.As(ref curCtg.pos),
Normal = Unsafe.As(ref curCtg.normal),
Depth = curCtg.depth
});
if (m_contactResults.Count >= CurrentMaxCount)
return;
}
}
}
else
{
// keep only closest contact
ref UBOdeNative.ContactGeom curCtg = ref m_contacts[0];
SharedCollisionResult.Pos = Unsafe.As(ref curCtg.pos);
SharedCollisionResult.Normal = Unsafe.As(ref curCtg.normal);
float depth = curCtg.depth;
SharedCollisionResult.Depth = depth;
for (int i = 1; i < count; ++i)
{
curCtg = ref m_contacts[i];
if (curCtg.depth < depth)
{
SharedCollisionResult.Pos = Unsafe.As(ref curCtg.pos);
SharedCollisionResult.Normal = Unsafe.As(ref curCtg.normal);
depth = curCtg.depth;
SharedCollisionResult.Depth = depth;
}
}
SharedCollisionResult.ConsumerID = 0;
lock (m_contactResultsLock)
m_contactResults.Add(SharedCollisionResult);
}
}
///
/// Dereference the creator scene so that it can be garbage collected if needed.
///
internal void Dispose()
{
if (ray != IntPtr.Zero)
{
UBOdeNative.GeomDestroy(ray);
ray = IntPtr.Zero;
}
}
}
public class ODERayRequest
{
public Vector3 Origin;
public Vector3 Normal;
public object callbackMethod;
public PhysicsActor actor;
public int Count;
public float length;
public RayFilterFlags filter;
}
}