// 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) 2008-2016 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 "ScConstraintGroupNode.h" #include "ScConstraintProjectionManager.h" #include "PsFoundation.h" #include "ScBodySim.h" #include "ScConstraintSim.h" #include "ScConstraintInteraction.h" using namespace physx; Sc::ConstraintGroupNode::ConstraintGroupNode(BodySim& b) : body(&b), parent(this), tail(this), rank(0), next(NULL), projectionFirstRoot(NULL), projectionNextRoot(NULL), projectionParent(NULL), projectionFirstChild(NULL), projectionNextSibling(NULL), projectionConstraint(NULL), flags(0) { } // // Implementation of FIND of // UNION-FIND algo. // Sc::ConstraintGroupNode& Sc::ConstraintGroupNode::getRoot() { PX_ASSERT(parent); ConstraintGroupNode* root = parent; if (root->parent == root) return *root; else { PxU32 nbHops = 1; root = root->parent; while(root != root->parent) { root = root->parent; nbHops++; } // Write root to all nodes on the path ConstraintGroupNode* curr = this; while(nbHops) { ConstraintGroupNode* n = curr->parent; curr->parent = root; curr = n; nbHops--; } return *root; } } void Sc::ConstraintGroupNode::markForProjectionTreeRebuild(ConstraintProjectionManager& cpManager) { ConstraintGroupNode& root = getRoot(); if (!root.readFlag(ConstraintGroupNode::ePENDING_TREE_UPDATE)) { cpManager.addToPendingTreeUpdates(root); } } void Sc::ConstraintGroupNode::initProjectionData(ConstraintGroupNode* parent_, ConstraintSim* c) { projectionConstraint = c; //add us to parent's child list: if (parent_) { projectionNextSibling = parent_->projectionFirstChild; parent_->projectionFirstChild = this; projectionParent = parent_; } } void Sc::ConstraintGroupNode::clearProjectionData() { projectionFirstRoot = NULL; projectionNextRoot = NULL; projectionParent = NULL; projectionFirstChild = NULL; projectionNextSibling = NULL; projectionConstraint = NULL; } void Sc::ConstraintGroupNode::projectPose(ConstraintGroupNode& node, Ps::Array& projectedBodies) { PX_ASSERT(node.hasProjectionTreeRoot()); Sc::ConstraintProjectionTree::projectPose(node, projectedBodies); }