aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/LowLevel/software/include/PxsSimpleIslandManager.h
blob: 50291b8f47a3fcd0ab9d4b98fb4a9c7b5ee44516 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
// 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.  

#ifndef PXS_SIMPLE_ISLAND_GEN_H
#define PXS_SIMPLE_ISLAND_GEN_H

#include "PxsIslandSim.h"
#include "CmTask.h"

namespace physx
{

namespace Sc
{
	class Interaction;
}
namespace IG
{

	class SimpleIslandManager;

class ThirdPassTask : public Cm::Task
{
	SimpleIslandManager& mIslandManager;
	IslandSim& mIslandSim;

public:

	ThirdPassTask(SimpleIslandManager& islandManager, IslandSim& islandSim) : mIslandManager(islandManager), mIslandSim(islandSim)
	{
	}

	virtual void runInternal();

	virtual const char* getName() const
	{
		return "ThirdPassIslandGenTask";
	}

private:
	PX_NOCOPY(ThirdPassTask)
};

class PostThirdPassTask : public Cm::Task
{
	SimpleIslandManager& mIslandManager;

public:

	PostThirdPassTask(SimpleIslandManager& islandManager) : mIslandManager(islandManager)
	{
	}

	virtual void runInternal();

	virtual const char* getName() const
	{
		return "PostThirdPassTask";
	}
private:
	PX_NOCOPY(PostThirdPassTask)
};

class SimpleIslandManager
{

	HandleManager<PxU32> mNodeHandles;						//! Handle manager for nodes
	HandleManager<EdgeIndex> mEdgeHandles;					//! Handle manager for edges

	//An array of destroyed nodes
	Ps::Array<NodeIndex> mDestroyedNodes;
	Ps::Array<Sc::Interaction*> mInteractions;
	

	//Edges destroyed this frame
	Ps::Array<EdgeIndex> mDestroyedEdges;
	Ps::Array<PartitionEdge*> mFirstPartitionEdges;
	Ps::Array<PartitionEdge*> mDestroyedPartitionEdges;
	//KS - stores node indices for a given edge. Node index 0 is at 2* edgeId and NodeIndex1 is at 2*edgeId + 1
	//can also be used for edgeInstance indexing so there's no need to figure out outboundNode ID either!
	Ps::Array<NodeIndex> mEdgeNodeIndices;

	Ps::Array<ConstraintOrContactManager> mConstraintOrCm;	//! Pointers to either the constraint or Cm for this pair

	Cm::BitMap mConnectedMap;

	IslandSim mIslandManager;
	IslandSim mSpeculativeIslandManager;

	ThirdPassTask mSpeculativeThirdPassTask;
	ThirdPassTask mAccurateThirdPassTask;

	PostThirdPassTask mPostThirdPassTask;
	PxU32 mMaxDirtyNodesPerFrame;

	PxU64	mContextID;
public:

	SimpleIslandManager(bool useEnhancedDeterminism, PxU64 contextID);

	~SimpleIslandManager();

	NodeIndex addRigidBody(PxsRigidBody* body, bool isKinematic, bool isActive);

	void removeNode(const NodeIndex index);

	NodeIndex addArticulation(Sc::ArticulationSim* articulation, Dy::Articulation* llArtic, bool isActive);

	EdgeIndex addContactManager(PxsContactManager* manager, NodeIndex nodeHandle1, NodeIndex nodeHandle2, Sc::Interaction* interaction);

	EdgeIndex addConstraint(Dy::Constraint* constraint, NodeIndex nodeHandle1, NodeIndex nodeHandle2, Sc::Interaction* interaction);

	bool isConnected(EdgeIndex edgeIndex) const { return !!mConnectedMap.test(edgeIndex); }

	PX_FORCE_INLINE NodeIndex getEdgeIndex(EdgeInstanceIndex edgeIndex) const { return mEdgeNodeIndices[edgeIndex]; }

	void activateNode(NodeIndex index);
	void deactivateNode(NodeIndex index);
	void putNodeToSleep(NodeIndex index);

	void removeConnection(EdgeIndex edgeIndex);
	
	void firstPassIslandGen();
	void additionalSpeculativeActivation();
	void secondPassIslandGen();
	void thirdPassIslandGen(PxBaseTask* continuation);

	void clearDestroyedEdges();

	void setEdgeConnected(EdgeIndex edgeIndex);
	void setEdgeDisconnected(EdgeIndex edgeIndex);

	bool getIsEdgeConnected(EdgeIndex edgeIndex);

	void setEdgeRigidCM(const EdgeIndex edgeIndex, PxsContactManager* cm);

	void clearEdgeRigidCM(const EdgeIndex edgeIndex);

	void setKinematic(IG::NodeIndex nodeIndex);

	void setDynamic(IG::NodeIndex nodeIndex);

	const IslandSim& getSpeculativeIslandSim() const { return mSpeculativeIslandManager; }
	const IslandSim& getAccurateIslandSim() const { return mIslandManager; }

	IslandSim& getAccurateIslandSim() { return mIslandManager; }

	PX_FORCE_INLINE PxU32 getNbEdgeHandles() const { return mEdgeHandles.getTotalHandles(); }

	PX_FORCE_INLINE PxU32 getNbNodeHandles() const { return mNodeHandles.getTotalHandles(); }

	void deactivateEdge(const EdgeIndex edge);

	PX_FORCE_INLINE PxsContactManager* getContactManager(IG::EdgeIndex edgeId) const { return mConstraintOrCm[edgeId].mCm; }
	PX_FORCE_INLINE PxsContactManager* getContactManagerUnsafe(IG::EdgeIndex edgeId) const { return mConstraintOrCm[edgeId].mCm; }
	PX_FORCE_INLINE Dy::Constraint* getConstraint(IG::EdgeIndex edgeId) const { return mConstraintOrCm[edgeId].mConstraint; }
	PX_FORCE_INLINE Dy::Constraint* getConstraintUnsafe(IG::EdgeIndex edgeId) const { return mConstraintOrCm[edgeId].mConstraint; }

	PX_FORCE_INLINE Sc::Interaction* getInteraction(IG::EdgeIndex edgeId) const { return mInteractions[edgeId]; }

	PX_FORCE_INLINE	PxU64			getContextId() const { return mContextID; }

	bool checkInternalConsistency();


private:

	friend class ThirdPassTask;
	friend class PostThirdPassTask;

	bool validateDeactivations() const;

	PX_NOCOPY(SimpleIslandManager)
};



}
}

#endif