public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
 {
     ContactResult[] ourResults = null;
     RayCallback retMethod = delegate(List<ContactResult> results)
                                 {
                                     ourResults = new ContactResult[results.Count];
                                     results.CopyTo(ourResults, 0);
                                 };
     int waitTime = 0;
     m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
     while (ourResults == null && waitTime < 1000)
     {
         Thread.Sleep(1);
         waitTime++;
     }
     if (ourResults == null)
         return new List<ContactResult>();
     return new List<ContactResult>(ourResults);
 }
        // 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 == IntPtr.Zero || g2 == IntPtr.Zero)
                return;
            if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass ||
                d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
                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)
                {
                    MainConsole.Instance.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

                count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray,
                                        d.ContactGeom.unmanagedSizeOf);
            }
            catch (SEHException)
            {
                MainConsole.Instance.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)
            {
                MainConsole.Instance.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e);
                return;
            }

            PhysicsActor p1 = null;

            if (g1 != IntPtr.Zero)
                m_scene.actor_name_map.TryGetValue(g1, out p1);

            // Loop over contacts, build results.
            d.ContactGeom curContact = new d.ContactGeom();
            for (int i = 0; i < count; i++)
            {
                if (!GetCurContactGeom(i, ref curContact))
                    break;

                if (p1 != null)
                {
                    if (p1 is WhiteCoreODEPrim)
                    {
                        ContactResult collisionresult = new ContactResult
                                                            {
                                                                ConsumerID = ((WhiteCoreODEPrim) p1).LocalID,
                                                                Pos =
                                                                    new Vector3(curContact.pos.X, curContact.pos.Y,
                                                                                curContact.pos.Z),
                                                                Depth = curContact.depth,
                                                                Normal =
                                                                    new Vector3(curContact.normal.X,
                                                                                curContact.normal.Y,
                                                                                curContact.normal.Z)
                                                            };

                        lock (m_contactResults)
                            m_contactResults.Add(collisionresult);
                    }
                }
            }
        }
        ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom, int max)
        {
            List<ContactResult> contacts = World.PhysicsScene.RaycastWorld(rayStart, Vector3.Normalize(rayEnd - rayStart), Vector3.Distance(rayEnd, rayStart), max);

            for (int i = 0; i < contacts.Count; i++)
            {
                ISceneEntity grp = World.GetGroupByPrim(contacts[i].ConsumerID);
                if (grp == null || (!includePhysical && grp.RootChild.PhysActor.IsPhysical) ||
                    (!includeNonPhysical && !grp.RootChild.PhysActor.IsPhysical))
                    contacts.RemoveAt(i--);
            }

            if (includePhantom)
            {
                Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));

                Vector3 ab = rayEnd - rayStart;

                ISceneEntity[] objlist = World.Entities.GetEntities();
                foreach (ISceneEntity group in objlist)
                {
                    if (m_host.ParentEntity == group)
                        continue;

                    if (group.IsAttachment)
                        continue;

                    if (group.RootChild.PhysActor != null)
                        continue;


                    // Find the radius ouside of which we don't even need to hit test
                    float minX;
                    float maxX;
                    float minY;
                    float maxY;
                    float minZ;
                    float maxZ;

                    float radius = 0.0f;

                    group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);

                    if (Math.Abs(minX) > radius)
                        radius = Math.Abs(minX);
                    if (Math.Abs(minY) > radius)
                        radius = Math.Abs(minY);
                    if (Math.Abs(minZ) > radius)
                        radius = Math.Abs(minZ);
                    if (Math.Abs(maxX) > radius)
                        radius = Math.Abs(maxX);
                    if (Math.Abs(maxY) > radius)
                        radius = Math.Abs(maxY);
                    if (Math.Abs(maxZ) > radius)
                        radius = Math.Abs(maxZ);
                    radius = radius * 1.413f;
                    Vector3 ac = group.AbsolutePosition - rayStart;
                    //                Vector3 bc = group.AbsolutePosition - rayEnd;

                    double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));

                    // Too far off ray, don't bother
                    if (d > radius)
                        continue;

                    // Behind ray, drop
                    double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
                    if (d2 > 0)
                        continue;

                    ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
                    EntityIntersection intersection = group.TestIntersection(ray, true, false);
                    // Miss.
                    if (!intersection.HitTF)
                        continue;

                    Vector3 b1 = new Vector3(minX, minY, minZ);
                    Vector3 b2 = new Vector3(maxX, maxY, maxZ);
                    //m_log.DebugFormat("[LLCASTRAY]: min<{0},{1},{2}>, max<{3},{4},{5}> = hitp<{6},{7},{8}>", b1.X,b1.Y,b1.Z,b2.X,b2.Y,b2.Z,intersection.ipoint.X,intersection.ipoint.Y,intersection.ipoint.Z);
                    if (!(intersection.ipoint.X >= b1.X && intersection.ipoint.X <= b2.X &&
                        intersection.ipoint.Y >= b1.Y && intersection.ipoint.Y <= b2.Y &&
                        intersection.ipoint.Z >= b1.Z && intersection.ipoint.Z <= b2.Z))
                        continue;

                    ContactResult result = new ContactResult();
                    result.ConsumerID = group.LocalId;
                    result.Depth = intersection.distance;
                    result.Normal = intersection.normal;
                    result.Pos = intersection.ipoint;

                    contacts.Add(result);
                }
            }

            return contacts.ToArray();
        }
        private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
        {
            ITerrainChannel heightfield = World.RequestModuleInterface<ITerrainChannel>();
            List<ContactResult> contacts = new List<ContactResult>();

            double min = 2048.0;
            double max = 0.0;

            // Find the min and max of the heightfield
            for (int x = 0; x < heightfield.Width; x++)
            {
                for (int y = 0; y < heightfield.Height; y++)
                {
                    if (heightfield[x, y] > max)
                        max = heightfield[x, y];
                    if (heightfield[x, y] < min)
                        min = heightfield[x, y];
                }
            }


            // A ray extends past rayEnd, but doesn't go back before
            // rayStart. If the start is above the highest point of the ground
            // and the ray goes up, we can't hit the ground. Ever.
            if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
                return null;

            // Same for going down
            if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
                return null;

            List<Tri> trilist = new List<Tri>();

            // Create our triangle list
            for (int x = 1; x < heightfield.Width; x++)
            {
                for (int y = 1; y < heightfield.Height; y++)
                {
                    Tri t1 = new Tri();
                    Tri t2 = new Tri();

                    Vector3 p1 = new Vector3(x - 1, y - 1, heightfield[x - 1, y - 1]);
                    Vector3 p2 = new Vector3(x, y - 1, heightfield[x, y - 1]);
                    Vector3 p3 = new Vector3(x, y, heightfield[x, y]);
                    Vector3 p4 = new Vector3(x - 1, y, heightfield[x - 1, y]);

                    t1.p1 = p1;
                    t1.p2 = p2;
                    t1.p3 = p3;

                    t2.p1 = p3;
                    t2.p2 = p4;
                    t2.p3 = p1;

                    trilist.Add(t1);
                    trilist.Add(t2);
                }
            }

            // Ray direction
            Vector3 rayDirection = rayEnd - rayStart;

            foreach (Tri t in trilist)
            {
                // Compute triangle plane normal and edges
                Vector3 u = t.p2 - t.p1;
                Vector3 v = t.p3 - t.p1;
                Vector3 n = Vector3.Cross(u, v);

                if (n == Vector3.Zero)
                    continue;

                Vector3 w0 = rayStart - t.p1;
                double a = -Vector3.Dot(n, w0);
                double b = Vector3.Dot(n, rayDirection);

                // Not intersecting the plane, or in plane (same thing)
                // Ignoring this MAY cause the ground to not be detected
                // sometimes
                if (Math.Abs(b) < 0.000001)
                    continue;

                double r = a / b;

                // ray points away from plane
                if (r < 0.0)
                    continue;

                Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);

                float uu = Vector3.Dot(u, u);
                float uv = Vector3.Dot(u, v);
                float vv = Vector3.Dot(v, v);
                Vector3 w = ip - t.p1;
                float wu = Vector3.Dot(w, u);
                float wv = Vector3.Dot(w, v);
                float d = uv * uv - uu * vv;

                float cs = (uv * wv - vv * wu) / d;
                if (cs < 0 || cs > 1.0)
                    continue;
                float ct = (uv * wu - uu * wv) / d;
                if (ct < 0 || (cs + ct) > 1.0)
                    continue;

                // Add contact point
                ContactResult result = new ContactResult();
                result.ConsumerID = 0;
                result.Depth = Vector3.Distance(rayStart, ip);
                result.Normal = n;
                result.Pos = ip;

                contacts.Add(result);
            }

            if (contacts.Count == 0)
                return null;

            contacts.Sort(delegate(ContactResult a, ContactResult b)
            {
                return a.Depth.CompareTo(b.Depth);
            });

            return contacts[0];
        }
        private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
        {
            List<ContactResult> contacts = new List<ContactResult>();

            Vector3 ab = rayEnd - rayStart;

            World.ForEachScenePresence(delegate(IScenePresence sp)
            {
                Vector3 ac = sp.AbsolutePosition - rayStart;
                //                Vector3 bc = sp.AbsolutePosition - rayEnd;

                double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));

                if (d > 1.5)
                    return;

                double d2 = Vector3.Dot(Vector3.Negate(ab), ac);

                if (d2 > 0)
                    return;

                double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
                Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), Vector3.Mag(ab));

                if (!InBoundingBox(sp, p))
                    return;

                ContactResult result = new ContactResult();
                result.ConsumerID = sp.LocalId;
                result.Depth = Vector3.Distance(rayStart, p);
                result.Normal = Vector3.Zero;
                result.Pos = p;

                contacts.Add(result);
            });

            return contacts.ToArray();
        }