// 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 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