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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevel/software/include/PxsSimpleIslandManager.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/LowLevel/software/include/PxsSimpleIslandManager.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevel/software/include/PxsSimpleIslandManager.h | 207 |
1 files changed, 207 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevel/software/include/PxsSimpleIslandManager.h b/PhysX_3.4/Source/LowLevel/software/include/PxsSimpleIslandManager.h new file mode 100644 index 00000000..50291b8f --- /dev/null +++ b/PhysX_3.4/Source/LowLevel/software/include/PxsSimpleIslandManager.h @@ -0,0 +1,207 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#ifndef PXS_SIMPLE_ISLAND_GEN_H +#define PXS_SIMPLE_ISLAND_GEN_H + +#include "PxsIslandSim.h" +#include "CmTask.h" + +namespace physx +{ + +namespace Sc +{ + class Interaction; +} +namespace IG +{ + + class SimpleIslandManager; + +class ThirdPassTask : public Cm::Task +{ + SimpleIslandManager& mIslandManager; + IslandSim& mIslandSim; + +public: + + ThirdPassTask(SimpleIslandManager& islandManager, IslandSim& islandSim) : mIslandManager(islandManager), mIslandSim(islandSim) + { + } + + virtual void runInternal(); + + virtual const char* getName() const + { + return "ThirdPassIslandGenTask"; + } + +private: + PX_NOCOPY(ThirdPassTask) +}; + +class PostThirdPassTask : public Cm::Task +{ + SimpleIslandManager& mIslandManager; + +public: + + PostThirdPassTask(SimpleIslandManager& islandManager) : mIslandManager(islandManager) + { + } + + virtual void runInternal(); + + virtual const char* getName() const + { + return "PostThirdPassTask"; + } +private: + PX_NOCOPY(PostThirdPassTask) +}; + +class SimpleIslandManager +{ + + HandleManager<PxU32> mNodeHandles; //! Handle manager for nodes + HandleManager<EdgeIndex> mEdgeHandles; //! Handle manager for edges + + //An array of destroyed nodes + Ps::Array<NodeIndex> mDestroyedNodes; + Ps::Array<Sc::Interaction*> mInteractions; + + + //Edges destroyed this frame + Ps::Array<EdgeIndex> mDestroyedEdges; + Ps::Array<PartitionEdge*> mFirstPartitionEdges; + Ps::Array<PartitionEdge*> mDestroyedPartitionEdges; + //KS - stores node indices for a given edge. Node index 0 is at 2* edgeId and NodeIndex1 is at 2*edgeId + 1 + //can also be used for edgeInstance indexing so there's no need to figure out outboundNode ID either! + Ps::Array<NodeIndex> mEdgeNodeIndices; + + Ps::Array<ConstraintOrContactManager> mConstraintOrCm; //! Pointers to either the constraint or Cm for this pair + + Cm::BitMap mConnectedMap; + + IslandSim mIslandManager; + IslandSim mSpeculativeIslandManager; + + ThirdPassTask mSpeculativeThirdPassTask; + ThirdPassTask mAccurateThirdPassTask; + + PostThirdPassTask mPostThirdPassTask; + PxU32 mMaxDirtyNodesPerFrame; + + PxU64 mContextID; +public: + + SimpleIslandManager(bool useEnhancedDeterminism, PxU64 contextID); + + ~SimpleIslandManager(); + + NodeIndex addRigidBody(PxsRigidBody* body, bool isKinematic, bool isActive); + + void removeNode(const NodeIndex index); + + NodeIndex addArticulation(Sc::ArticulationSim* articulation, Dy::Articulation* llArtic, bool isActive); + + EdgeIndex addContactManager(PxsContactManager* manager, NodeIndex nodeHandle1, NodeIndex nodeHandle2, Sc::Interaction* interaction); + + EdgeIndex addConstraint(Dy::Constraint* constraint, NodeIndex nodeHandle1, NodeIndex nodeHandle2, Sc::Interaction* interaction); + + bool isConnected(EdgeIndex edgeIndex) const { return !!mConnectedMap.test(edgeIndex); } + + PX_FORCE_INLINE NodeIndex getEdgeIndex(EdgeInstanceIndex edgeIndex) const { return mEdgeNodeIndices[edgeIndex]; } + + void activateNode(NodeIndex index); + void deactivateNode(NodeIndex index); + void putNodeToSleep(NodeIndex index); + + void removeConnection(EdgeIndex edgeIndex); + + void firstPassIslandGen(); + void additionalSpeculativeActivation(); + void secondPassIslandGen(); + void thirdPassIslandGen(PxBaseTask* continuation); + + void clearDestroyedEdges(); + + void setEdgeConnected(EdgeIndex edgeIndex); + void setEdgeDisconnected(EdgeIndex edgeIndex); + + bool getIsEdgeConnected(EdgeIndex edgeIndex); + + void setEdgeRigidCM(const EdgeIndex edgeIndex, PxsContactManager* cm); + + void clearEdgeRigidCM(const EdgeIndex edgeIndex); + + void setKinematic(IG::NodeIndex nodeIndex); + + void setDynamic(IG::NodeIndex nodeIndex); + + const IslandSim& getSpeculativeIslandSim() const { return mSpeculativeIslandManager; } + const IslandSim& getAccurateIslandSim() const { return mIslandManager; } + + IslandSim& getAccurateIslandSim() { return mIslandManager; } + + PX_FORCE_INLINE PxU32 getNbEdgeHandles() const { return mEdgeHandles.getTotalHandles(); } + + PX_FORCE_INLINE PxU32 getNbNodeHandles() const { return mNodeHandles.getTotalHandles(); } + + void deactivateEdge(const EdgeIndex edge); + + PX_FORCE_INLINE PxsContactManager* getContactManager(IG::EdgeIndex edgeId) const { return mConstraintOrCm[edgeId].mCm; } + PX_FORCE_INLINE PxsContactManager* getContactManagerUnsafe(IG::EdgeIndex edgeId) const { return mConstraintOrCm[edgeId].mCm; } + PX_FORCE_INLINE Dy::Constraint* getConstraint(IG::EdgeIndex edgeId) const { return mConstraintOrCm[edgeId].mConstraint; } + PX_FORCE_INLINE Dy::Constraint* getConstraintUnsafe(IG::EdgeIndex edgeId) const { return mConstraintOrCm[edgeId].mConstraint; } + + PX_FORCE_INLINE Sc::Interaction* getInteraction(IG::EdgeIndex edgeId) const { return mInteractions[edgeId]; } + + PX_FORCE_INLINE PxU64 getContextId() const { return mContextID; } + + bool checkInternalConsistency(); + + +private: + + friend class ThirdPassTask; + friend class PostThirdPassTask; + + bool validateDeactivations() const; + + PX_NOCOPY(SimpleIslandManager) +}; + + + +} +} + +#endif |