// // 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. #ifndef PT_BODY_TRANSFORM_VAULT_H #define PT_BODY_TRANSFORM_VAULT_H #include "PxPhysXConfig.h" #if PX_USE_PARTICLE_SYSTEM_API #include "foundation/PxTransform.h" #include "PsPool.h" #include "CmPhysXCommon.h" namespace physx { struct PxsBodyCore; namespace Pt { #define PT_BODY_TRANSFORM_HASH_SIZE 1024 // Size of hash table for last frame's body to world transforms // NOTE: Needs to be power of 2 /*! Structure to store the current and the last frame's body to world transformations for bodies that collide with particles. */ class BodyTransformVault : public Ps::UserAllocated { public: BodyTransformVault(); ~BodyTransformVault(); void addBody(const PxsBodyCore& body); void removeBody(const PxsBodyCore& body); void teleportBody(const PxsBodyCore& body); const PxTransform* getTransform(const PxsBodyCore& body) const; void update(); PX_FORCE_INLINE bool isInVault(const PxsBodyCore& body) const; PX_FORCE_INLINE PxU32 getBodyCount() const { return mBodyCount; } private: struct Body2World { PxTransform b2w; // The old transform const PxsBodyCore* body; Body2World* next; PxU32 refCount; }; PX_FORCE_INLINE PxU32 getHashIndex(const PxsBodyCore& body) const; PX_FORCE_INLINE Body2World* createEntry(const PxsBodyCore& body); PX_FORCE_INLINE bool findEntry(const PxsBodyCore& body, Body2World*& entry, Body2World*& prevEntry) const; void updateInternal(); bool isInVaultInternal(const PxsBodyCore& body) const; private: Body2World* mBody2WorldHash[PT_BODY_TRANSFORM_HASH_SIZE]; // Hash table for last frames world to shape transforms. Ps::Pool mBody2WorldPool; // Pool of last frames body to world transforms. PxU32 mBodyCount; }; bool BodyTransformVault::isInVault(const PxsBodyCore& body) const { // if the vault is not even used this should be fast and inlined if(mBodyCount == 0) return false; return isInVaultInternal(body); } } // namespace Pt } // namespace physx #endif // PX_USE_PARTICLE_SYSTEM_API #endif // PT_BODY_TRANSFORM_VAULT_H