// 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. #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