// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // 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. #include "DyThreadContext.h" #include "PsBitUtils.h" namespace physx { namespace Dy { ThreadContext::ThreadContext(PxcNpMemBlockPool* memBlockPool): mFrictionPatchStreamPair(*memBlockPool), mConstraintBlockManager (*memBlockPool), mConstraintBlockStream (*memBlockPool), mNumDifferentBodyConstraints(0), mNumSelfConstraints(0), mNumSelfConstraintBlocks(0), mConstraintsPerPartition(PX_DEBUG_EXP("ThreadContext::mConstraintsPerPartition")), mFrictionConstraintsPerPartition(PX_DEBUG_EXP("ThreadContext::frictionsConstraintsPerPartition")), mPartitionNormalizationBitmap(PX_DEBUG_EXP("ThreadContext::mPartitionNormalizationBitmap")), frictionConstraintDescArray(PX_DEBUG_EXP("ThreadContext::solverFrictionConstraintArray")), frictionConstraintBatchHeaders(PX_DEBUG_EXP("ThreadContext::frictionConstraintBatchHeaders")), compoundConstraints(PX_DEBUG_EXP("ThreadContext::compoundConstraints")), orderedContactList(PX_DEBUG_EXP("ThreadContext::orderedContactList")), tempContactList(PX_DEBUG_EXP("ThreadContext::tempContactList")), sortIndexArray(PX_DEBUG_EXP("ThreadContext::sortIndexArray")), mConstraintSize (0), mAxisConstraintCount(0), mSelfConstraintBlocks(NULL), mMaxPartitions(0), mMaxSolverPositionIterations(0), mMaxSolverVelocityIterations(0), mMaxArticulationLength(0), mContactDescPtr(NULL), mFrictionDescPtr(NULL), mArticulations(PX_DEBUG_EXP("ThreadContext::articulations")) { #if PX_ENABLE_SIM_STATS mThreadSimStats.clear(); #endif //Defaulted to have space for 16384 bodies mPartitionNormalizationBitmap.reserve(512); //Defaulted to have space for 128 partitions (should be more-than-enough) mConstraintsPerPartition.reserve(128); } void ThreadContext::resizeArrays(PxU32 frictionConstraintDescCount, PxU32 articulationCount) { // resize resizes smaller arrays to the exact target size, which can generate a lot of churn frictionConstraintDescArray.forceSize_Unsafe(0); frictionConstraintDescArray.reserve((frictionConstraintDescCount+63)&~63); mArticulations.forceSize_Unsafe(0); mArticulations.reserve(PxMax(Ps::nextPowerOfTwo(articulationCount), 16)); mArticulations.forceSize_Unsafe(articulationCount); mContactDescPtr = contactConstraintDescArray; mFrictionDescPtr = frictionConstraintDescArray.begin(); } void ThreadContext::reset() { // TODO: move these to the PxcNpThreadContext mFrictionPatchStreamPair.reset(); mConstraintBlockStream.reset(); mContactDescPtr = contactConstraintDescArray; mFrictionDescPtr = frictionConstraintDescArray.begin(); mAxisConstraintCount = 0; mMaxSolverPositionIterations = 0; mMaxSolverVelocityIterations = 0; mNumDifferentBodyConstraints = 0; mNumSelfConstraints = 0; mSelfConstraintBlocks = NULL; mNumSelfConstraintBlocks = 0; mConstraintSize = 0; } } }