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// 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) 2008-2018 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 PT_BODY_TRANSFORM_VAULT_H
#define PT_BODY_TRANSFORM_VAULT_H
#include "PxPhysXConfig.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "foundation/PxTransform.h"
#include "PsPool.h"
#include "CmPhysXCommon.h"
namespace physx
{
struct PxsBodyCore;
namespace Pt
{
#define PT_BODY_TRANSFORM_HASH_SIZE 1024 // Size of hash table for last frame's body to world transforms
// NOTE: Needs to be power of 2
/*!
Structure to store the current and the last frame's body to world transformations
for bodies that collide with particles.
*/
class BodyTransformVault : public Ps::UserAllocated
{
public:
BodyTransformVault();
~BodyTransformVault();
void addBody(const PxsBodyCore& body);
void removeBody(const PxsBodyCore& body);
void teleportBody(const PxsBodyCore& body);
const PxTransform* getTransform(const PxsBodyCore& body) const;
void update();
PX_FORCE_INLINE bool isInVault(const PxsBodyCore& body) const;
PX_FORCE_INLINE PxU32 getBodyCount() const
{
return mBodyCount;
}
private:
struct Body2World
{
PxTransform b2w; // The old transform
const PxsBodyCore* body;
Body2World* next;
PxU32 refCount;
};
PX_FORCE_INLINE PxU32 getHashIndex(const PxsBodyCore& body) const;
PX_FORCE_INLINE Body2World* createEntry(const PxsBodyCore& body);
PX_FORCE_INLINE bool findEntry(const PxsBodyCore& body, Body2World*& entry, Body2World*& prevEntry) const;
void updateInternal();
bool isInVaultInternal(const PxsBodyCore& body) const;
private:
Body2World* mBody2WorldHash[PT_BODY_TRANSFORM_HASH_SIZE]; // Hash table for last frames world to shape transforms.
Ps::Pool<Body2World> mBody2WorldPool; // Pool of last frames body to world transforms.
PxU32 mBodyCount;
};
bool BodyTransformVault::isInVault(const PxsBodyCore& body) const
{
// if the vault is not even used this should be fast and inlined
if(mBodyCount == 0)
return false;
return isInVaultInternal(body);
}
} // namespace Pt
} // namespace physx
#endif // PX_USE_PARTICLE_SYSTEM_API
#endif // PT_BODY_TRANSFORM_VAULT_H
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