/// <summary> /// This is our near callback. A geometry is near a body /// </summary> /// <param name="gspace">The space that contains the geoms. Remember, spaces are also geoms</param> /// <param name="g1">a geometry or space</param> /// <param name="g2">another geometry or space</param> void IsNearBody(IntPtr gspace, IntPtr g1, IntPtr g2) { if (g1 == IntPtr.Zero || g2 == IntPtr.Zero || g1 == g2 || !ContinueCollisionProcessing) return; // Test if we're colliding a geom with a space. // If so we have to drill down into the space recursively if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) { // 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 { lock(_activeprimsLock) d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); } catch (Exception e) { MainConsole.Instance.WarnFormat("[ODE Physics]: SpaceCollide2 failed: {0} ", e); return; } return; } IntPtr b1 = d.GeomGetBody(g1); IntPtr b2 = d.GeomGetBody(g2); // Figure out how many contact points we have int count; try { // Colliding Geom To Geom // This portion of the function 'was' blatantly ripped off from BoxStack.cs if (g1 == g2) return; // Can't collide with yourself if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) return; count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf); } catch (Exception e) { MainConsole.Instance.WarnFormat("[ODE Physics]: ode Collide failed: {0} ", e); PhysicsActor badObj; if (actor_name_map.TryGetValue(g1, out badObj)) if (badObj is ODEPrim) RemovePrim((ODEPrim) badObj); else if (badObj is ODECharacter) RemoveAvatar((ODECharacter) badObj); if (actor_name_map.TryGetValue(g2, out badObj)) if (badObj is ODEPrim) RemovePrim((ODEPrim) badObj); else if (badObj is ODECharacter) RemoveAvatar((ODECharacter) badObj); return; } if (count == 0) return; PhysicsActor p1; PhysicsActor p2; if (!actor_name_map.TryGetValue(g1, out p1)) p1 = PANull; if (!actor_name_map.TryGetValue(g2, out p2)) p2 = PANull; if (p1.CollisionScore >= float.MaxValue - count) p1.CollisionScore = 0; p1.CollisionScore += count; if (p2.CollisionScore >= float.MaxValue - count) p2.CollisionScore = 0; p2.CollisionScore += count; ContactPoint maxDepthContact = new ContactPoint(); d.ContactGeom curContact = new d.ContactGeom(); // 20131224 not used d.ContactGeom maxContact = new d.ContactGeom(); int NotSkipedCount = 0; //StatContactLoopTime = CollectTime(() => #region Contact Loop for (int i = 0; i < count; i++) { if (!GetCurContactGeom(i, ref curContact)) break; if (curContact.depth > maxDepthContact.PenetrationDepth) { maxDepthContact.PenetrationDepth = curContact.depth; maxDepthContact.Position.X = curContact.pos.X; maxDepthContact.Position.Y = curContact.pos.Y; maxDepthContact.Position.Z = curContact.pos.Z; maxDepthContact.Type = (ActorTypes)p1.PhysicsActorType; maxDepthContact.SurfaceNormal.X = curContact.normal.X; maxDepthContact.SurfaceNormal.Y = curContact.normal.Y; maxDepthContact.SurfaceNormal.Z = curContact.normal.Z; // 20131224 not used maxContact = curContact; } } if (p1 is ODECharacter || p2 is ODECharacter) //This really should be maxContact, but there are crashes that users have reported when this is used... //AddODECollision(maxContact, p1, p2, b1, b2, maxDepthContact, ref NotSkipedCount); AddODECollision(curContact, p1, p2, b1, b2, maxDepthContact, ref NotSkipedCount); else { for (int i = 0; i < count; i++) { if (!GetCurContactGeom(i, ref curContact)) break; AddODECollision(curContact, p1, p2, b1, b2, maxDepthContact, ref NotSkipedCount); } } #endregion //StatCollisionAccountingTime = CollectTime(() => { if (NotSkipedCount > 0) { if (NotSkipedCount > geomContactPointsStartthrottle) { // If there are more then 3 contact points, it's likely // that we've got a pile of objects, so ... // We don't want to send out hundreds of terse updates over and over again // so lets throttle them and send them again after it's somewhat sorted out. p2.ThrottleUpdates = true; } } Collision_accounting_events(p1, p2, maxDepthContact); } //); }
// This is the standard Near. Uses space AABBs to speed up detection. void NearSpace(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 ODEPrim) { ContactResult collisionresult = new ContactResult { ConsumerID = ((ODEPrim) 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); } } } }