Files
opensim/OpenSim/Region/PhysicsModules/ubOde/ODERayCastRequestManager.cs
2022-08-19 14:49:41 +01:00

695 lines
26 KiB
C#

/*
* 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
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 OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
/// <summary>
/// Scene that created this object.
/// </summary>
private readonly ODEScene m_scene;
IntPtr ray; // the ray. we only need one for our lifetime
private int CollisionContactGeomsPerTest = 25;
private const int DefaultMaxCount = 25;
private const int MaxTimePerCallMS = 30;
/// <summary>
/// ODE near callback delegate
/// </summary>
private readonly SafeNativeMethods.NearCallback nearCallback;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private readonly List<ContactResult> m_contactResults = new List<ContactResult>();
private RayFilterFlags CurrentRayFilter;
private int CurrentMaxCount;
ContactResult SharedCollisionResult = new ContactResult();
SafeNativeMethods.ContactGeomClass Sharedcontact = new SafeNativeMethods.ContactGeomClass();
public ODERayCastRequestManager(ODEScene pScene)
{
m_scene = pScene;
nearCallback = near;
ray = SafeNativeMethods.CreateRay(IntPtr.Zero, 1.0f);
SafeNativeMethods.GeomSetCategoryBits(ray, 0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void QueueRequest(ODERayRequest req)
{
if (req.Count == 0)
req.Count = DefaultMaxCount;
m_PendingRequests.Enqueue(req);
}
/// <summary>
/// Process all queued raycast requests
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void ProcessQueuedRequests()
{
if (m_PendingRequests.Count == 0)
return ;
int time = Util.EnvironmentTickCount();
while (m_PendingRequests.Dequeue(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)
geom = ((OdePrim)req.actor).m_prim_geom;
else if (req.actor is OdeCharacter)
geom = ((OdeCharacter)req.actor).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)SafeNativeMethods.CONTACTS_UNIMPORTANT : CurrentMaxCount;
}
int backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
SafeNativeMethods.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;
SafeNativeMethods.GeomRaySetClosestHit(ray, 1);
}
else
{
int closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
SafeNativeMethods.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)
{
SafeNativeMethods.GeomSetCollideBits(ray, (uint)catflags);
doSpaceRay(req);
}
}
else
{
// if we select a geom don't use filters
SafeNativeMethods.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
doGeomRay(req,geom);
}
if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
break;
}
lock (m_contactResults)
m_contactResults.Clear();
}
/// <summary>
/// Method that actually initiates the raycast with spaces
/// </summary>
/// <param name="req"></param>
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void NoContacts(ODERayRequest req)
{
if (req.callbackMethod is RaycastCallback)
{
((RaycastCallback)req.callbackMethod)(false, Vector3.Zero, 0, 0, Vector3.Zero);
return;
}
if (req.callbackMethod is RayCallback)
((RayCallback)req.callbackMethod)(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)
{
/*
float endx;
float endy;
if (req.Normal.X <= 0)
{
if (req.Origin.X <= 0)
{
NoContacts(req);
return;
}
endx = req.Origin.X - req.length;
if (endx < 0)
{
req.length += endx;
endx = 0;
}
}
else
{
if (req.Origin.X < 0)
{
req.length += req.Origin.X;
if (req.length <= 0)
{
NoContacts(req);
return;
}
req.Origin.X = 0;
}
endx = req.Origin.X + req.length;
if (endx < 0)
{
req.length += endx;
endx = 0;
}
}
*/
SafeNativeMethods.GeomRaySetLength(ray, req.length);
SafeNativeMethods.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)
SafeNativeMethods.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
{
foreach(OdeCharacter chr in m_scene._charactersList)
{
if (m_contactResults.Count >= CurrentMaxCount)
break;
collideRayAvatar(chr);
}
}
if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
SafeNativeMethods.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);
SafeNativeMethods.GeomRaySetLength(ray, tmp2);
}
}
collideRayTerrain(m_scene.TerrainGeom);
}
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<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
lock (m_PendingRequests)
{
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)
{
SafeNativeMethods.GeomRaySetLength(ray, req.length);
SafeNativeMethods.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
// Collide test
SafeNativeMethods.SpaceCollide2(ray, 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<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
lock (m_PendingRequests)
{
cresult.AddRange(m_contactResults);
m_contactResults.Clear();
}
((RayCallback)req.callbackMethod)(cresult);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool GetCurContactGeom(int index, ref SafeNativeMethods.ContactGeomClass newcontactgeom)
{
IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
if (index >= CollisionContactGeomsPerTest)
return false;
IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * SafeNativeMethods.ContactGeomClass.unmanagedSizeOf));
Marshal.PtrToStructure(contactptr, newcontactgeom);
return true;
}
// 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 (SafeNativeMethods.GeomIsSpace(g2))
{
try
{
SafeNativeMethods.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 = SafeNativeMethods.CollidePtr(g1, g2, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, SafeNativeMethods.ContactGeomClass.unmanagedSizeOf);
}
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 == null)
return;
uint ID = 0;
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;
default:
return;
// break;
}
// 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 Sharedcontact))
break;
lock (m_contactResults)
{
m_contactResults.Add(new ContactResult
{
ConsumerID = ID,
Pos = new Vector3(Sharedcontact.pos.X, Sharedcontact.pos.Y, Sharedcontact.pos.Z),
Normal = new Vector3(Sharedcontact.normal.X, Sharedcontact.normal.Y, Sharedcontact.normal.Z),
Depth = Sharedcontact.depth
});
if (m_contactResults.Count >= CurrentMaxCount)
return;
}
}
}
else
{
// keep only closest contact
SharedCollisionResult.ConsumerID = ID;
SharedCollisionResult.Depth = float.MaxValue;
for (int i = 0; i < count; i++)
{
if (!GetCurContactGeom(i, ref Sharedcontact))
break;
if (Sharedcontact.depth < SharedCollisionResult.Depth)
{
SharedCollisionResult.Pos.X = Sharedcontact.pos.X;
SharedCollisionResult.Pos.Y = Sharedcontact.pos.Y;
SharedCollisionResult.Pos.Z = Sharedcontact.pos.Z;
SharedCollisionResult.Normal.X = Sharedcontact.normal.X;
SharedCollisionResult.Normal.Y = Sharedcontact.normal.Y;
SharedCollisionResult.Normal.Z = Sharedcontact.normal.Z;
SharedCollisionResult.Depth = Sharedcontact.depth;
}
}
if (SharedCollisionResult.Depth != float.MaxValue)
{
lock (m_contactResults)
m_contactResults.Add(SharedCollisionResult);
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void collideRayAvatar(OdeCharacter chr)
{
if (chr.collider == IntPtr.Zero)
return;
int count = 0;
try
{
count = SafeNativeMethods.CollidePtr(ray, chr.collider, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, SafeNativeMethods.ContactGeomClass.unmanagedSizeOf);
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++)
{
if (!GetCurContactGeom(i, ref Sharedcontact))
break;
lock (m_contactResults)
{
m_contactResults.Add(new ContactResult
{
ConsumerID = id,
Pos = new Vector3(Sharedcontact.pos.X, Sharedcontact.pos.Y, Sharedcontact.pos.Z),
Normal = new Vector3(Sharedcontact.normal.X, Sharedcontact.normal.Y, Sharedcontact.normal.Z),
Depth = Sharedcontact.depth
});
if (m_contactResults.Count >= CurrentMaxCount)
return;
}
}
}
else
{
// keep only closest contact
SharedCollisionResult.ConsumerID = chr.LocalID;
SharedCollisionResult.Depth = float.MaxValue;
for (int i = 0; i < count; i++)
{
if (!GetCurContactGeom(i, ref Sharedcontact))
break;
if (Sharedcontact.depth < SharedCollisionResult.Depth)
{
SharedCollisionResult.Pos.X = Sharedcontact.pos.X;
SharedCollisionResult.Pos.Y = Sharedcontact.pos.Y;
SharedCollisionResult.Pos.Z = Sharedcontact.pos.Z;
SharedCollisionResult.Normal.X = Sharedcontact.normal.X;
SharedCollisionResult.Normal.Y = Sharedcontact.normal.Y;
SharedCollisionResult.Normal.Z = Sharedcontact.normal.Z;
SharedCollisionResult.Depth = Sharedcontact.depth;
}
}
if (SharedCollisionResult.Depth != float.MaxValue)
{
lock (m_contactResults)
m_contactResults.Add(SharedCollisionResult);
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void collideRayTerrain(IntPtr terrain)
{
if (terrain == IntPtr.Zero)
return;
int count = 0;
try
{
count = SafeNativeMethods.CollidePtr(ray, terrain, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, SafeNativeMethods.ContactGeomClass.unmanagedSizeOf);
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++)
{
if (!GetCurContactGeom(i, ref Sharedcontact))
break;
lock (m_contactResults)
{
m_contactResults.Add(new ContactResult
{
ConsumerID = 0,
Pos = new Vector3(Sharedcontact.pos.X, Sharedcontact.pos.Y, Sharedcontact.pos.Z),
Normal = new Vector3(Sharedcontact.normal.X, Sharedcontact.normal.Y, Sharedcontact.normal.Z),
Depth = Sharedcontact.depth
});
if (m_contactResults.Count >= CurrentMaxCount)
return;
}
}
}
else
{
// keep only closest contact
SharedCollisionResult.ConsumerID = 0;
SharedCollisionResult.Depth = float.MaxValue;
for (int i = 0; i < count; i++)
{
if (!GetCurContactGeom(i, ref Sharedcontact))
break;
if (Sharedcontact.depth < SharedCollisionResult.Depth)
{
SharedCollisionResult.Pos.X = Sharedcontact.pos.X;
SharedCollisionResult.Pos.Y = Sharedcontact.pos.Y;
SharedCollisionResult.Pos.Z = Sharedcontact.pos.Z;
SharedCollisionResult.Normal.X = Sharedcontact.normal.X;
SharedCollisionResult.Normal.Y = Sharedcontact.normal.Y;
SharedCollisionResult.Normal.Z = Sharedcontact.normal.Z;
SharedCollisionResult.Depth = Sharedcontact.depth;
}
}
if (SharedCollisionResult.Depth != float.MaxValue)
{
lock (m_contactResults)
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)
{
SafeNativeMethods.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;
}
}