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Diffstat (limited to 'PhysX_3.4/Source/LowLevelParticles/include/PtBodyTransformVault.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelParticles/include/PtBodyTransformVault.h | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelParticles/include/PtBodyTransformVault.h b/PhysX_3.4/Source/LowLevelParticles/include/PtBodyTransformVault.h new file mode 100644 index 00000000..e25fd6f3 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelParticles/include/PtBodyTransformVault.h @@ -0,0 +1,107 @@ +// 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 PT_BODY_TRANSFORM_VAULT_H +#define PT_BODY_TRANSFORM_VAULT_H + +#include "PxPhysXConfig.h" +#if PX_USE_PARTICLE_SYSTEM_API + +#include "foundation/PxTransform.h" +#include "PsPool.h" +#include "CmPhysXCommon.h" + +namespace physx +{ + +struct PxsBodyCore; + +namespace Pt +{ + +#define PT_BODY_TRANSFORM_HASH_SIZE 1024 // Size of hash table for last frame's body to world transforms + // NOTE: Needs to be power of 2 + +/*! +Structure to store the current and the last frame's body to world transformations +for bodies that collide with particles. +*/ +class BodyTransformVault : public Ps::UserAllocated +{ + public: + BodyTransformVault(); + ~BodyTransformVault(); + + void addBody(const PxsBodyCore& body); + void removeBody(const PxsBodyCore& body); + void teleportBody(const PxsBodyCore& body); + const PxTransform* getTransform(const PxsBodyCore& body) const; + void update(); + PX_FORCE_INLINE bool isInVault(const PxsBodyCore& body) const; + PX_FORCE_INLINE PxU32 getBodyCount() const + { + return mBodyCount; + } + + private: + struct Body2World + { + PxTransform b2w; // The old transform + const PxsBodyCore* body; + Body2World* next; + PxU32 refCount; + }; + + PX_FORCE_INLINE PxU32 getHashIndex(const PxsBodyCore& body) const; + PX_FORCE_INLINE Body2World* createEntry(const PxsBodyCore& body); + PX_FORCE_INLINE bool findEntry(const PxsBodyCore& body, Body2World*& entry, Body2World*& prevEntry) const; + + void updateInternal(); + bool isInVaultInternal(const PxsBodyCore& body) const; + + private: + Body2World* mBody2WorldHash[PT_BODY_TRANSFORM_HASH_SIZE]; // Hash table for last frames world to shape transforms. + Ps::Pool<Body2World> mBody2WorldPool; // Pool of last frames body to world transforms. + PxU32 mBodyCount; +}; + +bool BodyTransformVault::isInVault(const PxsBodyCore& body) const +{ + // if the vault is not even used this should be fast and inlined + if(mBodyCount == 0) + return false; + + return isInVaultInternal(body); +} + +} // namespace Pt +} // namespace physx + +#endif // PX_USE_PARTICLE_SYSTEM_API +#endif // PT_BODY_TRANSFORM_VAULT_H |