// 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 PXV_NPHASE_IMPLEMENTATION_CONTEXT_H #define PXV_NPHASE_IMPLEMENTATION_CONTEXT_H #include "PxSceneDesc.h" #include "PxsContactManagerState.h" #include "PsArray.h" namespace physx { namespace IG { class SimpleIslandManager; class IslandSim; typedef PxU32 EdgeIndex; } namespace Dy { class Context; } class PxBaseTask; class PxsContext; struct PxsShapeCore; class PxsMaterialCore; struct PxgDynamicsMemoryConfig; class PxsContactManager; struct PxsContactManagerOutput; class PxsKernelWranglerManager; class PxsHeapMemoryAllocatorManager; struct PxsContactManagerBase { static const PxU32 NEW_CONTACT_MANAGER_MASK = 0x80000000; static const PxU32 GPU_NP_OFFSET = 0x4; static const PxU32 MaxBucketBits = 3; const PxU32 mBucketId; PxsContactManagerBase(const PxU32 bucketId) : mBucketId(bucketId) { PX_ASSERT(bucketId < (1<> MaxBucketBits; } static PX_FORCE_INLINE PxU32 computeBucketIndexFromId(const PxU32 id) { return id & ((1<