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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.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
- {
- /// <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 ray requests
- /// </summary>
- protected ConcurrentQueue<ODERayRequest> m_PendingRequests = new();
- /// <summary>
- /// Scene that created this object.
- /// </summary>
- 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;
- /// <summary>
- /// ODE near callback delegate
- /// </summary>
- private readonly UBOdeNative.NearCallback nearCallback;
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private readonly List<ContactResult> 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);
- }
- /// <summary>
- /// Process all queued raycast requests
- /// </summary>
- [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();
- }
- /// <summary>
- /// Method that actually initiates the raycast with spaces
- /// </summary>
- /// <param name="req"></param>
- ///
- [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<ContactResult>());
- }
- 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<ContactResult> cresult = new(m_contactResults.Count);
- lock (m_contactResultsLock)
- {
- cresult.AddRange(m_contactResults);
- m_contactResults.Clear();
- }
- ((RayCallback)req.callbackMethod)(cresult);
- }
- }
- /// <summary>
- /// Method that actually initiates the raycast with a geom
- /// </summary>
- /// <param name="req"></param>
- [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<ContactResult> 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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos),
- Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos);
- SharedCollisionResult.Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos);
- SharedCollisionResult.Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos),
- Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos);
- SharedCollisionResult.Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos);
- SharedCollisionResult.Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos),
- Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos);
- SharedCollisionResult.Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(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<UBOdeNative.Vector3, Vector3>(ref curCtg.pos);
- SharedCollisionResult.Normal = Unsafe.As<UBOdeNative.Vector3, Vector3>(ref curCtg.normal);
- depth = curCtg.depth;
- SharedCollisionResult.Depth = depth;
- }
- }
- SharedCollisionResult.ConsumerID = 0;
- lock (m_contactResultsLock)
- m_contactResults.Add(SharedCollisionResult);
- }
- }
- /// <summary>
- /// Dereference the creator scene so that it can be garbage collected if needed.
- /// </summary>
- 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;
- }
- }
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