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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