// 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) 2008-2018 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_MATERIALMANAGER #define PXS_MATERIALMANAGER #include "PxsMaterialCore.h" #include "PsAlignedMalloc.h" namespace physx { struct PxsMaterialInfo { PxU16 mMaterialIndex0; PxU16 mMaterialIndex1; }; class PxsMaterialManager { public: PxsMaterialManager() { const PxU32 matCount = 128; materials = reinterpret_cast(physx::shdfnd::AlignedAllocator<16>().allocate(sizeof(PxsMaterialCore)*matCount, __FILE__, __LINE__)); maxMaterials = matCount; for(PxU32 i=0; i().deallocate(materials); } void setMaterial(PxsMaterialCore* mat) { const PxU32 materialIndex = mat->getMaterialIndex(); resize(materialIndex+1); materials[materialIndex] = *mat; } void updateMaterial(PxsMaterialCore* mat) { materials[mat->getMaterialIndex()] =*mat; } void removeMaterial(PxsMaterialCore* mat) { mat->setMaterialIndex(MATERIAL_INVALID_HANDLE); } PX_FORCE_INLINE PxsMaterialCore* getMaterial(const PxU32 index)const { PX_ASSERT(index < maxMaterials); return &materials[index]; } PxU32 getMaxSize()const { return maxMaterials; } void resize(PxU32 minValueForMax) { if(maxMaterials>=minValueForMax) return; const PxU32 numMaterials = maxMaterials; maxMaterials = (minValueForMax+31)&~31; PxsMaterialCore* mat = reinterpret_cast(physx::shdfnd::AlignedAllocator<16>().allocate(sizeof(PxsMaterialCore)*maxMaterials, __FILE__, __LINE__)); for(PxU32 i=0; i().deallocate(materials); materials = mat; } PxsMaterialCore* materials;//make sure materials's start address is 16 bytes align PxU32 maxMaterials; PxU32 mPad[2]; }; class PxsMaterialManagerIterator { public: PxsMaterialManagerIterator(PxsMaterialManager& manager) : mManager(manager), mIndex(0) { } bool getNextMaterial(PxsMaterialCore*& materialCore) { const PxU32 maxSize = mManager.getMaxSize(); PxU32 index = mIndex; while(index < maxSize && mManager.getMaterial(index)->getMaterialIndex() == MATERIAL_INVALID_HANDLE) index++; materialCore = NULL; if(index < maxSize) materialCore = mManager.getMaterial(index++); mIndex = index; return materialCore!=NULL; } private: PxsMaterialManagerIterator& operator=(const PxsMaterialManagerIterator&); PxsMaterialManager& mManager; PxU32 mIndex; }; } #endif