// 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) 2008-2017 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; } } }