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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/LowLevelDynamics/src/DyThreadContext.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/LowLevelDynamics/src/DyThreadContext.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DyThreadContext.h | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DyThreadContext.h b/PhysX_3.4/Source/LowLevelDynamics/src/DyThreadContext.h new file mode 100644 index 00000000..a958ac23 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DyThreadContext.h @@ -0,0 +1,203 @@ +// 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 |