aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/SimulationController/src/ScConstraintProjectionManager.h
diff options
context:
space:
mode:
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/SimulationController/src/ScConstraintProjectionManager.h
downloadphysx-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/SimulationController/src/ScConstraintProjectionManager.h')
-rw-r--r--PhysX_3.4/Source/SimulationController/src/ScConstraintProjectionManager.h84
1 files changed, 84 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScConstraintProjectionManager.h b/PhysX_3.4/Source/SimulationController/src/ScConstraintProjectionManager.h
new file mode 100644
index 00000000..482c6a8e
--- /dev/null
+++ b/PhysX_3.4/Source/SimulationController/src/ScConstraintProjectionManager.h
@@ -0,0 +1,84 @@
+// 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 PX_PHYSICS_SCP_CONSTRAINT_PROJECTION_MANAGER
+#define PX_PHYSICS_SCP_CONSTRAINT_PROJECTION_MANAGER
+
+#include "PsPool.h"
+#include "PsHashSet.h"
+#include "ScConstraintGroupNode.h"
+
+namespace physx
+{
+ class PxcScratchAllocator;
+
+namespace Sc
+{
+ class ConstraintSim;
+ class BodySim;
+ template<typename T, const PxU32 elementsPerBlock = 64> class ScratchAllocatorList;
+
+ class ConstraintProjectionManager : public Ps::UserAllocated
+ {
+ public:
+ ConstraintProjectionManager();
+ ~ConstraintProjectionManager() {}
+
+ void addToPendingGroupUpdates(ConstraintSim& s);
+ void removeFromPendingGroupUpdates(ConstraintSim& s);
+
+ void addToPendingTreeUpdates(ConstraintGroupNode& n);
+ void removeFromPendingTreeUpdates(ConstraintGroupNode& n);
+
+ void processPendingUpdates(PxcScratchAllocator&);
+ void invalidateGroup(ConstraintGroupNode& node, ConstraintSim* constraintDeleted);
+
+ private:
+ PX_INLINE Sc::ConstraintGroupNode* createGroupNode(BodySim& b);
+
+ void addToGroup(BodySim& b, BodySim* other, ConstraintSim& c);
+ void groupUnion(ConstraintGroupNode& root0, ConstraintGroupNode& root1);
+ void markConnectedConstraintsForUpdate(BodySim& b, ConstraintSim* c);
+ PX_FORCE_INLINE void processConstraintForGroupBuilding(ConstraintSim* c, ScratchAllocatorList<ConstraintSim*>&);
+
+
+ private:
+ Ps::Pool<ConstraintGroupNode> mNodePool;
+ Ps::CoalescedHashSet<ConstraintSim*> mPendingGroupUpdates; //list of constraints for which constraint projection groups need to be generated/updated
+ Ps::CoalescedHashSet<ConstraintGroupNode*> mPendingTreeUpdates; //list of constraint groups that need their projection trees rebuilt. Note: non of the
+ //constraints in those groups are allowed to be in mPendingGroupUpdates at the same time
+ //because a group update will automatically trigger tree rebuilds.
+ };
+
+} // namespace Sc
+
+}
+
+#endif