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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevelDynamics/src/DyThreadContext.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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 DY_THREADCONTEXT_H
+#define DY_THREADCONTEXT_H
+
+#include "foundation/PxTransform.h"
+#include "PxvConfig.h"
+#include "CmBitMap.h"
+#include "CmMatrix34.h"
+#include "PxcThreadCoherentCache.h"
+#include "DyThresholdTable.h"
+#include "PsAllocator.h"
+#include "PsAllocator.h"
+#include "GuContactBuffer.h"
+#include "DySolverConstraintDesc.h"
+#include "PxvDynamics.h"
+#include "DyArticulation.h"
+#include "DyFrictionPatchStreamPair.h"
+#include "PxcConstraintBlockStream.h"
+#include "DyCorrelationBuffer.h"
+
+namespace physx
+{
+struct PxsIndexedContactManager;
+
+namespace Dy
+{
+
+/*!
+Cache information specific to the software implementation(non common).
+
+See PxcgetThreadContext.
+
+Not thread-safe, so remember to have one object per thread!
+
+TODO! refactor this and rename(it is a general per thread cache). Move transform cache into its own class.
+*/
+class ThreadContext :
+ public PxcThreadCoherentCache<ThreadContext, PxcNpMemBlockPool>::EntryBase
+{
+ PX_NOCOPY(ThreadContext)
+public:
+
+#if PX_ENABLE_SIM_STATS
+ struct ThreadSimStats
+ {
+ void clear()
+ {
+
+ numActiveConstraints = 0;
+ numActiveDynamicBodies = 0;
+ numActiveKinematicBodies = 0;
+ numAxisSolverConstraints = 0;
+
+ }
+
+ PxU32 numActiveConstraints;
+ PxU32 numActiveDynamicBodies;
+ PxU32 numActiveKinematicBodies;
+ PxU32 numAxisSolverConstraints;
+
+ };
+#endif
+
+ //TODO: tune cache size based on number of active objects.
+ ThreadContext(PxcNpMemBlockPool* memBlockPool);
+ void reset();
+ void resizeArrays(PxU32 frictionConstraintDescCount, PxU32 articulationCount);
+
+ PX_FORCE_INLINE Ps::Array<ArticulationSolverDesc>& getArticulations() { return mArticulations; }
+
+
+#if PX_ENABLE_SIM_STATS
+ PX_FORCE_INLINE ThreadSimStats& getSimStats()
+ {
+ return mThreadSimStats;
+ }
+#endif
+
+ Gu::ContactBuffer mContactBuffer;
+
+ // temporary buffer for correlation
+ PX_ALIGN(16, CorrelationBuffer mCorrelationBuffer);
+
+ FrictionPatchStreamPair mFrictionPatchStreamPair; // patch streams
+
+ PxsConstraintBlockManager mConstraintBlockManager; // for when this thread context is "lead" on an island
+ PxcConstraintBlockStream mConstraintBlockStream; // constraint block pool
+
+
+ // this stuff is just used for reformatting the solver data. Hopefully we should have a more
+ // sane format for this when the dust settles - so it's just temporary. If we keep this around
+ // here we should move these from public to private
+
+ PxU32 mNumDifferentBodyConstraints;
+ PxU32 mNumDifferentBodyFrictionConstraints;
+ PxU32 mNumSelfConstraints;
+ PxU32 mNumSelfFrictionConstraints;
+ PxU32 mNumSelfConstraintBlocks;
+ PxU32 mNumSelfConstraintFrictionBlocks;
+
+ Ps::Array<PxU32> mConstraintsPerPartition;
+ Ps::Array<PxU32> mFrictionConstraintsPerPartition;
+ Ps::Array<PxU32> mPartitionNormalizationBitmap;
+ PxsBodyCore** mBodyCoreArray;
+ PxsRigidBody** mRigidBodyArray;
+ Articulation** mArticulationArray;
+ Cm::SpatialVector* motionVelocityArray;
+ PxU32* bodyRemapTable;
+ PxU32* mNodeIndexArray;
+
+ //Constraint info for normal constraint sovler
+ PxSolverConstraintDesc* contactConstraintDescArray;
+ PxU32 contactDescArraySize;
+ PxSolverConstraintDesc* orderedContactConstraints;
+ PxConstraintBatchHeader* contactConstraintBatchHeaders;
+ PxU32 numContactConstraintBatches;
+
+ //Constraint info for partitioning
+ PxSolverConstraintDesc* tempConstraintDescArray;
+
+ //Additional constraint info for 1d/2d friction model
+ Ps::Array<PxSolverConstraintDesc> frictionConstraintDescArray;
+ Ps::Array<PxConstraintBatchHeader> frictionConstraintBatchHeaders;
+
+ //Info for tracking compound contact managers (temporary data - could use scratch memory!)
+ Ps::Array<CompoundContactManager> compoundConstraints;
+
+ //Used for sorting constraints. Temporary, could use scratch memory
+ Ps::Array<const PxsIndexedContactManager*> orderedContactList;
+ Ps::Array<const PxsIndexedContactManager*> tempContactList;
+ Ps::Array<PxU32> sortIndexArray;
+
+ PxU32 numDifferentBodyBatchHeaders;
+ PxU32 numSelfConstraintBatchHeaders;
+
+
+ PxU32 mOrderedContactDescCount;
+ PxU32 mOrderedFrictionDescCount;
+
+ PxU32 mConstraintSize;
+
+ PxU32 mAxisConstraintCount;
+ SelfConstraintBlock* mSelfConstraintBlocks;
+
+ SelfConstraintBlock* mSelfConstraintFrictionBlocks;
+
+ PxU32 mMaxPartitions;
+ PxU32 mMaxFrictionPartitions;
+ PxU32 mMaxSolverPositionIterations;
+ PxU32 mMaxSolverVelocityIterations;
+ PxU32 mMaxArticulationLength;
+ PxU32 mMaxArticulationSolverLength;
+
+ PxSolverConstraintDesc* mContactDescPtr;
+ PxSolverConstraintDesc* mStartContactDescPtr;
+ PxSolverConstraintDesc* mFrictionDescPtr;
+
+private:
+
+ Ps::Array<ArticulationSolverDesc> mArticulations;
+
+#if PX_ENABLE_SIM_STATS
+ ThreadSimStats mThreadSimStats;
+#endif
+
+ public:
+
+};
+
+}
+
+}
+
+#endif //DY_THREADCONTEXT_H