// 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 "foundation/PxMemory.h" #include "DyThresholdTable.h" #include "PsHash.h" #include "PsUtilities.h" #include "PsAllocator.h" namespace physx { namespace Dy { bool ThresholdTable::check(const ThresholdStream& stream, const PxU32 nodeIndexA, const PxU32 nodeIndexB, PxReal dt) { PxU32* PX_RESTRICT hashes = mHash; PxU32* PX_RESTRICT nextIndices = mNexts; Pair* PX_RESTRICT pairs = mPairs; /*const PxsRigidBody* b0 = PxMin(body0, body1); const PxsRigidBody* b1 = PxMax(body0, body1);*/ const PxU32 nA = PxMin(nodeIndexA, nodeIndexB); const PxU32 nB = PxMax(nodeIndexA, nodeIndexB); PxU32 hashKey = computeHashKey(nodeIndexA, nodeIndexB, mHashSize); PxU32 pairIndex = hashes[hashKey]; while(NO_INDEX != pairIndex) { Pair& pair = pairs[pairIndex]; const PxU32 thresholdStreamIndex = pair.thresholdStreamIndex; PX_ASSERT(thresholdStreamIndex < stream.size()); const ThresholdStreamElement& otherElement = stream[thresholdStreamIndex]; if(otherElement.nodeIndexA==nA && otherElement.nodeIndexB==nB) return (pair.accumulatedForce > (otherElement.threshold * dt)); pairIndex = nextIndices[pairIndex]; } return false; } } }