// 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_SC_OBJECT_ID_TRACKER #define PX_PHYSICS_SC_OBJECT_ID_TRACKER #include "CmPhysXCommon.h" #include "CmIDPool.h" #include "CmBitMap.h" #include "PsUserAllocated.h" namespace physx { namespace Sc { class ObjectIDTracker : public Ps::UserAllocated { PX_NOCOPY(ObjectIDTracker) public: ObjectIDTracker() : mPendingReleasedIDs(PX_DEBUG_EXP("objectIDTrackerIDs")) {} PX_INLINE PxU32 createID() { return mIDPool.getNewID(); } PX_INLINE void releaseID(PxU32 id) { markIDAsDeleted(id); mPendingReleasedIDs.pushBack(id); } PX_INLINE Ps::IntBool isDeletedID(PxU32 id) const { return mDeletedIDsMap.boundedTest(id); } PX_FORCE_INLINE PxU32 getDeletedIDCount() const { return mPendingReleasedIDs.size(); } PX_INLINE void clearDeletedIDMap() { mDeletedIDsMap.clear(); } PX_INLINE void resizeDeletedIDMap(PxU32 id, PxU32 numIds) { mDeletedIDsMap.resize(id); mPendingReleasedIDs.reserve(numIds); } PX_INLINE void processPendingReleases() { for(PxU32 i=0; i < mPendingReleasedIDs.size(); i++) { mIDPool.freeID(mPendingReleasedIDs[i]); } mPendingReleasedIDs.clear(); } PX_INLINE void reset() { processPendingReleases(); mPendingReleasedIDs.reset(); // Don't free stuff in IDPool, we still need the list of free IDs // And it does not seem worth freeing the memory of the bitmap } PX_INLINE PxU32 getMaxID() { return mIDPool.getMaxID(); } private: PX_INLINE void markIDAsDeleted(PxU32 id) { PX_ASSERT(!isDeletedID(id)); mDeletedIDsMap.growAndSet(id); } private: Cm::IDPool mIDPool; Cm::BitMap mDeletedIDsMap; Ps::Array mPendingReleasedIDs; // Buffer for released IDs to make sure newly created objects do not re-use these IDs immediately }; } } #endif