// // 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 PX_PHYSICS_SCP_CONSTRAINT_PROJECTION_MANAGER #define PX_PHYSICS_SCP_CONSTRAINT_PROJECTION_MANAGER #include "PsPool.h" #include "PsHashSet.h" #include "ScConstraintGroupNode.h" namespace physx { class PxcScratchAllocator; namespace Sc { class ConstraintSim; class BodySim; template class ScratchAllocatorList; class ConstraintProjectionManager : public Ps::UserAllocated { public: ConstraintProjectionManager(); ~ConstraintProjectionManager() {} void addToPendingGroupUpdates(ConstraintSim& s); void removeFromPendingGroupUpdates(ConstraintSim& s); void addToPendingTreeUpdates(ConstraintGroupNode& n); void removeFromPendingTreeUpdates(ConstraintGroupNode& n); void processPendingUpdates(PxcScratchAllocator&); void invalidateGroup(ConstraintGroupNode& node, ConstraintSim* constraintDeleted); private: PX_INLINE Sc::ConstraintGroupNode* createGroupNode(BodySim& b); void addToGroup(BodySim& b, BodySim* other, ConstraintSim& c); void groupUnion(ConstraintGroupNode& root0, ConstraintGroupNode& root1); void markConnectedConstraintsForUpdate(BodySim& b, ConstraintSim* c); PX_FORCE_INLINE void processConstraintForGroupBuilding(ConstraintSim* c, ScratchAllocatorList&); private: Ps::Pool mNodePool; Ps::CoalescedHashSet mPendingGroupUpdates; //list of constraints for which constraint projection groups need to be generated/updated Ps::CoalescedHashSet mPendingTreeUpdates; //list of constraint groups that need their projection trees rebuilt. Note: non of the //constraints in those groups are allowed to be in mPendingGroupUpdates at the same time //because a group update will automatically trigger tree rebuilds. }; } // namespace Sc } #endif