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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) 2008-2017 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "PtBodyTransformVault.h"
#if PX_USE_PARTICLE_SYSTEM_API
#include "foundation/PxMemory.h"
#include "PxvGeometry.h"
#include "PxvDynamics.h"
#include "PsHash.h"
#include "PsFoundation.h"
using namespace physx;
using namespace Pt;
BodyTransformVault::BodyTransformVault() : mBody2WorldPool("body2WorldPool", 256), mBodyCount(0)
{
// Make sure the hash size is a power of 2
PX_ASSERT((((PT_BODY_TRANSFORM_HASH_SIZE - 1) ^ PT_BODY_TRANSFORM_HASH_SIZE) + 1) ==
(2 * PT_BODY_TRANSFORM_HASH_SIZE));
PxMemSet(mBody2WorldHash, 0, PT_BODY_TRANSFORM_HASH_SIZE * sizeof(Body2World*));
}
BodyTransformVault::~BodyTransformVault()
{
}
PX_FORCE_INLINE PxU32 BodyTransformVault::getHashIndex(const PxsBodyCore& body) const
{
PxU32 index = Ps::hash(&body);
return (index & (PT_BODY_TRANSFORM_HASH_SIZE - 1)); // Modulo hash size
}
void BodyTransformVault::addBody(const PxsBodyCore& body)
{
Body2World* entry;
Body2World* dummy;
bool hasEntry = findEntry(body, entry, dummy);
if(!hasEntry)
{
Body2World* newEntry;
if(entry)
{
// No entry for the given body but the hash entry has other bodies
// --> create new entry, link into list
newEntry = createEntry(body);
entry->next = newEntry;
}
else
{
// No entry for the given body and no hash entry --> create new entry
PxU32 hashIndex = getHashIndex(body);
newEntry = createEntry(body);
mBody2WorldHash[hashIndex] = newEntry;
}
newEntry->refCount = 1;
mBodyCount++;
}
else
{
entry->refCount++;
}
}
void BodyTransformVault::removeBody(const PxsBodyCore& body)
{
Body2World* entry;
Body2World* prevEntry;
bool hasEntry = findEntry(body, entry, prevEntry);
PX_ASSERT(hasEntry);
PX_UNUSED(hasEntry);
if(entry->refCount == 1)
{
if(prevEntry)
{
prevEntry->next = entry->next;
}
else
{
// Shape entry was first in list
PxU32 hashIndex = getHashIndex(body);
mBody2WorldHash[hashIndex] = entry->next;
}
mBody2WorldPool.destroy(entry);
PX_ASSERT(mBodyCount > 0);
mBodyCount--;
}
else
{
entry->refCount--;
}
}
void BodyTransformVault::teleportBody(const PxsBodyCore& body)
{
Body2World* entry;
Body2World* dummy;
bool hasEntry = findEntry(body, entry, dummy);
PX_ASSERT(hasEntry);
PX_ASSERT(entry);
PX_UNUSED(hasEntry);
PX_CHECK_AND_RETURN(body.body2World.isValid(), "BodyTransformVault::teleportBody: body.body2World is not valid.");
entry->b2w = body.body2World;
}
const PxTransform* BodyTransformVault::getTransform(const PxsBodyCore& body) const
{
Body2World* entry;
Body2World* dummy;
bool hasEntry = findEntry(body, entry, dummy);
// PX_ASSERT(hasEntry);
// PX_UNUSED(hasEntry);
// PX_ASSERT(entry);
return hasEntry ? &entry->b2w : NULL;
}
void BodyTransformVault::update()
{
if(mBodyCount)
{
for(PxU32 i = 0; i < PT_BODY_TRANSFORM_HASH_SIZE; i++)
{
Body2World* entry = mBody2WorldHash[i];
while(entry)
{
PX_ASSERT(entry->body);
entry->b2w = entry->body->body2World;
entry = entry->next;
}
}
}
}
BodyTransformVault::Body2World* BodyTransformVault::createEntry(const PxsBodyCore& body)
{
Body2World* entry = mBody2WorldPool.construct();
if(entry)
{
entry->b2w = body.body2World;
entry->next = NULL;
entry->body = &body;
}
return entry;
}
bool BodyTransformVault::isInVaultInternal(const PxsBodyCore& body) const
{
PxU32 hashIndex = getHashIndex(body);
if(mBody2WorldHash[hashIndex])
{
Body2World* curEntry = mBody2WorldHash[hashIndex];
while(curEntry->next)
{
if(curEntry->body == &body)
break;
curEntry = curEntry->next;
}
if(curEntry->body == &body)
return true;
}
return false;
}
bool BodyTransformVault::findEntry(const PxsBodyCore& body, Body2World*& entry, Body2World*& prevEntry) const
{
PxU32 hashIndex = getHashIndex(body);
prevEntry = NULL;
bool hasEntry = false;
if(mBody2WorldHash[hashIndex])
{
Body2World* curEntry = mBody2WorldHash[hashIndex];
while(curEntry->next)
{
if(curEntry->body == &body)
break;
prevEntry = curEntry;
curEntry = curEntry->next;
}
entry = curEntry;
if(curEntry->body == &body)
{
// An entry already exists for the given body
hasEntry = true;
}
}
else
{
entry = NULL;
}
return hasEntry;
}
#endif // PX_USE_PARTICLE_SYSTEM_API
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