// 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_SIM_STATS #define PX_PHYSICS_SCP_SIM_STATS #include "PsAtomic.h" #include "PsUserAllocated.h" #include "CmPhysXCommon.h" #include "PxGeometry.h" #include "PxSimulationStatistics.h" namespace physx { struct PxvSimStats; namespace Sc { /* Description: contains statistics for the scene. */ class SimStats : public Ps::UserAllocated { public: SimStats(); void clear(); //set counters to zero void simStart(); void readOut(PxSimulationStatistics& dest, const PxvSimStats& simStats) const; PX_INLINE void incBroadphaseAdds(PxSimulationStatistics::VolumeType v) { numBroadPhaseAddsPending[v]++; } PX_INLINE void incBroadphaseRemoves(PxSimulationStatistics::VolumeType v) { numBroadPhaseRemovesPending[v]++; } private: // Broadphase adds/removes for the current simulation step PxU32 numBroadPhaseAdds[PxSimulationStatistics::eVOLUME_COUNT]; PxU32 numBroadPhaseRemoves[PxSimulationStatistics::eVOLUME_COUNT]; // Broadphase adds/removes for the next simulation step PxU32 numBroadPhaseAddsPending[PxSimulationStatistics::eVOLUME_COUNT]; PxU32 numBroadPhaseRemovesPending[PxSimulationStatistics::eVOLUME_COUNT]; public: typedef PxI32 TriggerPairCountsNonVolatile[PxGeometryType::eCONVEXMESH+1][PxGeometryType::eGEOMETRY_COUNT]; typedef volatile TriggerPairCountsNonVolatile TriggerPairCounts; TriggerPairCounts numTriggerPairs; }; } // namespace Sc } #endif