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|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// 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 PX_PHYSICS_SCP_SCENE
#define PX_PHYSICS_SCP_SCENE
#include "foundation/PxProfiler.h"
#include "CmPhysXCommon.h"
#include "PxPhysXConfig.h"
#include "PxScene.h"
#include "PxSceneDesc.h"
#include "PxSimulationEventCallback.h"
#include "PsPool.h"
#include "PsHashSet.h"
#include "CmRenderOutput.h"
#include "CmTask.h"
#include "CmFlushPool.h"
#include "CmPreallocatingPool.h"
#include "CmBitMap.h"
#include "ScIterators.h"
#include "PxvContext.h"
#include "PxsMaterialManager.h"
#include "PxvManager.h"
#include "ScBodyCore.h"
#define PX_MAX_DOMINANCE_GROUP 32
class OverlapFilterTask;
namespace physx
{
class PxSceneGpu;
struct PxTriggerPair;
class PxsIslandManager;
class PxsSimulationController;
class PxsSimulationControllerCallback;
class PxsMemoryManager;
#if PX_SUPPORT_GPU_PHYSX
class PxsKernelWranglerManager;
class PxsHeapMemoryAllocatorManager;
#endif
namespace IG
{
class SimpleIslandManager;
}
class PxsCCDContext;
namespace Cm
{
class DeferredIDPool;
class IDPool;
}
#if PX_USE_CLOTH_API
namespace cloth
{
class Solver;
class Factory;
}
#endif
namespace Bp
{
class SimpleAABBManager;
class BroadPhase;
class BoundsArray;
}
namespace Sq
{
typedef PxU32 PrunerHandle; // PT: we should get this from SqPruner.h but it cannot be included from here
}
namespace Dy
{
class Articulation;
class Context;
}
namespace Pt
{
class Context;
}
namespace Sc
{
class ActorSim;
class ElementSim;
class Interaction;
class ShapeCore;
class RigidCore;
class StaticCore;
class ConstraintCore;
class MaterialCore;
class ArticulationCore;
class ArticulationJointCore;
class LLArticulationPool;
class ClothCore;
class BodyCore;
class ParticleSystemCore;
class NPhaseCore;
class LowLevelThreadingThunk;
class Client;
class ConstraintInteraction;
class BodySim;
class ShapeSim;
class RigidSim;
class StaticSim;
class ConstraintSim;
struct ConstraintGroupNode;
class ConstraintProjectionManager;
struct TriggerPairExtraData;
class ObjectIDTracker;
class ActorPairReport;
class ContactStreamManager;
class SqBoundsManager;
class ShapeInteraction;
class ElementInteractionMarker;
class ArticulationSim;
#if PX_USE_PARTICLE_SYSTEM_API
class ParticleSystemSim;
class ParticlePacketShape;
#endif
#if PX_USE_CLOTH_API
class ClothShape;
#endif
class SimStats;
struct SimStateData;
struct BatchInsertionState
{
BodySim* bodySim;
StaticSim*staticSim;
ShapeSim* shapeSim;
ptrdiff_t staticActorOffset;
ptrdiff_t staticShapeTableOffset;
ptrdiff_t dynamicActorOffset;
ptrdiff_t dynamicShapeTableOffset;
ptrdiff_t shapeOffset;
};
struct BatchRemoveState
{
Ps::InlineArray<Sc::ShapeSim*, 64> bufferedShapes;
Ps::InlineArray<const Sc::ShapeCore*, 64> removedShapes;
};
struct InteractionType
{
enum Enum
{
eOVERLAP = 0, // corresponds to ShapeInteraction
eTRIGGER, // corresponds to TriggerInteraction
eMARKER, // corresponds to ElementInteractionMarker
eTRACKED_IN_SCENE_COUNT, // not a real type, interactions above this limit are tracked in the scene
eCONSTRAINTSHADER, // corresponds to ConstraintInteraction
#if PX_USE_PARTICLE_SYSTEM_API
ePARTICLE_BODY, // corresponds to ParticleElementRbElementInteraction
#endif
eARTICULATION, // corresponds to ArticulationJointSim
eINVALID
};
};
struct SceneInternalFlag
{
enum Enum
{
eSCENE_SIP_STATES_DIRTY_DOMINANCE = (1<<1),
eSCENE_SIP_STATES_DIRTY_VISUALIZATION = (1<<2),
eSCENE_DEFAULT = 0
};
};
struct SimulationStage
{
enum Enum
{
eCOMPLETE,
eCOLLIDE,
eFETCHCOLLIDE,
eADVANCE,
eFETCHRESULT
};
};
// PT: TODO: revisit the need for a virtual interface
struct SqBoundsSync
{
virtual void sync(const Sq::PrunerHandle* handles, const PxU32* indices, const PxBounds3* bounds, PxU32 count, const Cm::BitMap& dirtyShapeSimMap) = 0;
virtual ~SqBoundsSync() {}
};
// PT: TODO: revisit the need for a virtual interface
struct SqRefFinder
{
virtual Sq::PrunerHandle find(const PxRigidBody* body, const PxShape* shape) = 0;
virtual ~SqRefFinder() {}
};
class Scene : public Ps::UserAllocated
{
struct SimpleBodyPair
{
BodySim* body1;
BodySim* body2;
PxU32 body1ID;
PxU32 body2ID;
};
PX_NOCOPY(Scene)
//---------------------------------------------------------------------------------
// External interface
//---------------------------------------------------------------------------------
public:
void release();
PX_FORCE_INLINE void setGravity(const PxVec3& g) { mGravity = g; mBodyGravityDirty = true; }
PX_FORCE_INLINE PxVec3 getGravity() const { return mGravity; }
PX_FORCE_INLINE void setElapsedTime(const PxReal t) { mDt = t; mOneOverDt = t > 0.0f ? 1.0f/t : 0.0f; }
void setBounceThresholdVelocity(const PxReal t);
PxReal getBounceThresholdVelocity() const;
PX_FORCE_INLINE void setPublicFlags(PxSceneFlags flags) { mPublicFlags = flags; }
PX_FORCE_INLINE PxSceneFlags getPublicFlags() const { return mPublicFlags; }
void setFrictionType(PxFrictionType::Enum model);
PxFrictionType::Enum getFrictionType() const;
void setPCM(bool enabled);
void setContactCache(bool enabled);
void addStatic(StaticCore&, void*const *shapes, PxU32 nbShapes, size_t shapePtrOffset, PxBounds3* uninflatedBounds);
void removeStatic(StaticCore&, Ps::InlineArray<const Sc::ShapeCore*,64>& removedShapes, bool wakeOnLostTouch);
void addBody(BodyCore&, void*const *shapes, PxU32 nbShapes, size_t shapePtrOffset, PxBounds3* uninflatedBounds);
void removeBody(BodyCore&, Ps::InlineArray<const Sc::ShapeCore*,64>& removedShapes, bool wakeOnLostTouch);
// Batch insertion API.
// the bounds generated here are the uninflated bounds for the shapes, *if* they are trigger or sim shapes.
// It's up to the caller to ensure the bounds array is big enough.
// Some care is required in handling these since sim and SQ tweak the bounds in slightly different ways.
void startBatchInsertion(BatchInsertionState&);
void addStatic(PxActor* actor, BatchInsertionState&, PxBounds3* outBounds);
void addBody(PxActor* actor, BatchInsertionState&, PxBounds3* outBounds);
void finishBatchInsertion(BatchInsertionState&);
// Batch remove helpers
PX_FORCE_INLINE void setBatchRemove(BatchRemoveState* bs) { mBatchRemoveState = bs; }
PX_FORCE_INLINE BatchRemoveState* getBatchRemove() const { return mBatchRemoveState; }
void prefetchForRemove(const BodyCore& ) const;
void prefetchForRemove(const StaticCore& ) const;
void addConstraint(ConstraintCore&, RigidCore*, RigidCore*);
void removeConstraint(ConstraintCore&);
void addArticulation(ArticulationCore&, BodyCore& root);
void removeArticulation(ArticulationCore&);
void addArticulationJoint(ArticulationJointCore&, BodyCore& parent, BodyCore& child);
void removeArticulationJoint(ArticulationJointCore&);
#if PX_USE_PARTICLE_SYSTEM_API
void addParticleSystem(ParticleSystemCore&);
void removeParticleSystem(ParticleSystemCore&, bool isRelease);
PxU32 getNbParticleSystems() const;
ParticleSystemCore* const* getParticleSystems();
#endif
bool hasParticleSystems() const;
#if PX_USE_CLOTH_API
bool addCloth(ClothCore&);
void removeCloth(ClothCore&);
#endif
bool hasCloths() const;
PxU32 getNbArticulations() const;
Sc::ArticulationCore* const* getArticulations();
PxU32 getNbConstraints() const;
Sc::ConstraintCore*const * getConstraints();
void initContactsIterator(ContactIterator&, PxsContactManagerOutputIterator&);
// Simulation events
void setSimulationEventCallback(PxSimulationEventCallback* callback, PxClientID client);
PxSimulationEventCallback* getSimulationEventCallback(PxClientID client) const;
// Contact modification
void setContactModifyCallback(PxContactModifyCallback* callback);
PxContactModifyCallback* getContactModifyCallback() const;
void setCCDContactModifyCallback(PxCCDContactModifyCallback* callback);
PxCCDContactModifyCallback* getCCDContactModifyCallback() const;
void setCCDMaxPasses(PxU32 ccdMaxPasses);
PxU32 getCCDMaxPasses() const;
// Broad-phase callback
void setBroadPhaseCallback(PxBroadPhaseCallback* callback, PxClientID client);
PxBroadPhaseCallback* getBroadPhaseCallback(PxClientID client) const;
// Broad-phase management
void finishBroadPhase(const PxU32 ccdPass, PxBaseTask* continuation);
void finishBroadPhaseStage2(const PxU32 ccdPass);
void preallocateContactManagers(PxBaseTask* continuation);
void islandInsertion(PxBaseTask* continuation);
void registerContactManagers(PxBaseTask* continuation);
void registerInteractions(PxBaseTask* continuation);
void registerSceneInteractions(PxBaseTask* continuation);
void secondPassNarrowPhase(PxBaseTask* continuation);
// Groups
void setDominanceGroupPair(PxDominanceGroup group1, PxDominanceGroup group2, const PxDominanceGroupPair& dominance);
PxDominanceGroupPair getDominanceGroupPair(PxDominanceGroup group1, PxDominanceGroup group2) const;
void setSolverBatchSize(PxU32 solverBatchSize);
PxU32 getSolverBatchSize() const;
void setVisualizationParameter(PxVisualizationParameter::Enum param, PxReal value);
PxReal getVisualizationParameter(PxVisualizationParameter::Enum param) const;
void setVisualizationCullingBox(const PxBounds3& box);
const PxBounds3& getVisualizationCullingBox() const;
// Run
void simulate(PxReal timeStep, PxBaseTask* continuation);
void advance(PxReal timeStep, PxBaseTask* continuation);
void collide(PxReal timeStep, PxBaseTask* continuation);
void endSimulation();
void flush(bool sendPendingReports);
void fireBrokenConstraintCallbacks();
void fireTriggerCallbacks();
void fireQueuedContactCallbacks(bool asPartOfFlush);
void fireOnAdvanceCallback();
const Ps::Array<PxContactPairHeader>&
getQueuedContactPairHeaders();
bool fireOutOfBoundsCallbacks();
void prepareOutOfBoundsCallbacks();
void postCallbacksPreSync();
void postReportsCleanup();
void fireCallbacksPostSync();
void syncSceneQueryBounds(SqBoundsSync& sync, SqRefFinder& finder);
PxU32 getDefaultContactReportStreamBufferSize() const;
PxReal getFrictionOffsetThreshold() const;
PX_FORCE_INLINE void setLimits(const PxSceneLimits& limits) { mLimits = limits; }
PX_FORCE_INLINE const PxSceneLimits& getLimits() const { return mLimits; }
void visualizeStartStep();
void visualizeEndStep();
Cm::RenderBuffer& getRenderBuffer();
void setNbContactDataBlocks(PxU32 blockCount);
PxU32 getNbContactDataBlocksUsed() const;
PxU32 getMaxNbContactDataBlocksUsed() const;
PxU32 getMaxNbConstraintDataBlocksUsed() const;
void setScratchBlock(void* addr, PxU32 size);
// PX_ENABLE_SIM_STATS
void getStats(PxSimulationStatistics& stats) const;
PX_FORCE_INLINE SimStats& getStatsInternal() { return *mStats; }
// PX_ENABLE_SIM_STATS
PX_DEPRECATED void buildActiveTransforms();
PX_DEPRECATED PxActiveTransform* getActiveTransforms(PxU32& nbTransformsOut, PxClientID client);
void buildActiveActors();
PxActor** getActiveActors(PxU32& nbActorsOut, PxClientID client);
void finalizeContactStreamAndCreateHeader(PxContactPairHeader& header,
const ActorPairReport& aPair,
ContactStreamManager& cs, PxU32 removedShapeTestMask);
PxClientID createClient();
void setClientBehaviorFlags(PxClientID client, PxClientBehaviorFlags clientBehaviorFlags);
PxClientBehaviorFlags getClientBehaviorFlags(PxClientID client) const;
#if PX_USE_CLOTH_API
void setClothInterCollisionDistance(PxF32 distance);
PxF32 getClothInterCollisionDistance() const;
void setClothInterCollisionStiffness(PxF32 stiffness);
PxF32 getClothInterCollisionStiffness() const;
void setClothInterCollisionNbIterations(PxU32 nbIterations);
PxU32 getClothInterCollisionNbIterations() const;
void createClothSolver();
#endif
PxSceneGpu* getSceneGpu(bool createIfNeeded = false);
PxTaskManager* getTaskManagerPtr() const { return mTaskManager; }
void shiftOrigin(const PxVec3& shift);
Ps::Pool<SimStateData>* getSimStateDataPool() { return mSimStateDataPool; }
//---------------------------------------------------------------------------------
// Miscellaneous
//---------------------------------------------------------------------------------
//internal public methods:
public:
Scene(const PxSceneDesc& desc, PxU64 contextID);
~Scene() {} //use release() plz.
void preAllocate(PxU32 nbStatics, PxU32 nbBodies, PxU32 nbStaticShapes, PxU32 nbDynamicShapes);
PX_FORCE_INLINE PxsContext* getLowLevelContext() { return mLLContext; }
PX_FORCE_INLINE const PxsContext* getLowLevelContext() const { return mLLContext; }
PX_FORCE_INLINE Dy::Context* getDynamicsContext() { return mDynamicsContext; }
PX_FORCE_INLINE const Dy::Context* getDynamicsContext() const { return mDynamicsContext; }
PX_FORCE_INLINE PxsSimulationController* getSimulationController() { return mSimulationController; }
PX_FORCE_INLINE const PxsSimulationController* getSimulationController() const { return mSimulationController; }
PX_FORCE_INLINE Bp::SimpleAABBManager* getAABBManager() { return mAABBManager; }
PX_FORCE_INLINE const Bp::SimpleAABBManager*getAABBManager() const { return mAABBManager; }
PX_FORCE_INLINE Ps::Array<BodySim*>& getCcdBodies() { return mCcdBodies; }
#if PX_USE_PARTICLE_SYSTEM_API
PX_FORCE_INLINE Pt::Context* getParticleContext() { return mParticleContext; }
#endif
/*PX_FORCE_INLINE PxsIslandManager* getIslandManager() { return mIslandManager; }
PX_FORCE_INLINE const PxsIslandManager* getIslandManager() const { return mIslandManager; }*/
PX_FORCE_INLINE IG::SimpleIslandManager* getSimpleIslandManager() { return mSimpleIslandManager; }
PX_FORCE_INLINE const IG::SimpleIslandManager* getSimpleIslandManager() const { return mSimpleIslandManager; }
PX_FORCE_INLINE Sc::SimulationStage::Enum getSimulationStage() const { return mSimulationStage; }
PX_FORCE_INLINE void setSimulationStage(Sc::SimulationStage::Enum stage) { mSimulationStage = stage; }
void addShape(RigidSim&, ShapeCore&, PxBounds3* uninflatedBounds);
void removeShape(ShapeSim&, bool wakeOnLostTouch);
void registerShapeInNphase(const ShapeCore& shapeCore);
void unregisterShapeFromNphase(const ShapeCore& shapeCore);
void notifyNphaseOnUpdateShapeMaterial(const ShapeCore& shapeCore);
// Get an array of the active actors.
PX_FORCE_INLINE BodyCore*const* getActiveBodiesArray() const { return mActiveBodies.begin(); }
PX_FORCE_INLINE PxU32 getNumActiveBodies() const { return mActiveBodies.size(); }
PX_FORCE_INLINE PxU32 getNbInteractions(InteractionType::Enum type) const { return mInteractions[type].size(); }
PX_FORCE_INLINE PxU32 getNbActiveInteractions(InteractionType::Enum type) const { return mActiveInteractionCount[type]; }
// Get all interactions of a certain type
PX_FORCE_INLINE Interaction** getInteractions(InteractionType::Enum type) { return mInteractions[type].begin(); }
PX_FORCE_INLINE Interaction** getActiveInteractions(InteractionType::Enum type) { return mInteractions[type].begin(); }
void registerInteraction(Interaction* interaction, bool active);
void unregisterInteraction(Interaction* interaction);
void notifyInteractionActivated(Interaction* interaction);
void notifyInteractionDeactivated(Interaction* interaction);
// for pool management of interaction arrays, a major cause of dynamic allocation
void** allocatePointerBlock(PxU32 size);
void deallocatePointerBlock(void**, PxU32 size);
private:
// Get the number of active one-way dominator actors
PX_FORCE_INLINE PxU32 getActiveKinematicBodiesCount() const { return mActiveKinematicBodyCount; }
// Get an iterator to the active one-way dominator actors
PX_FORCE_INLINE BodyCore*const* getActiveKinematicBodies() const { return mActiveBodies.begin(); }
// Get the number of active non-kinematic actors
PX_FORCE_INLINE PxU32 getActiveDynamicBodiesCount() const { return mActiveBodies.size() - mActiveKinematicBodyCount; }
// Get the active non-kinematic actors
PX_FORCE_INLINE BodyCore*const* getActiveDynamicBodies() const { return mActiveBodies.begin() + mActiveKinematicBodyCount; }
void swapInteractionArrayIndices(PxU32 id1, PxU32 id2, InteractionType::Enum type);
public:
PX_FORCE_INLINE Cm::BitMap& getDirtyShapeSimMap() { return mDirtyShapeSimMap; }
void addToActiveBodyList(BodySim& actor);
void removeFromActiveBodyList(BodySim& actor);
void swapInActiveBodyList(BodySim& body); // call when an active body gets switched from dynamic to kinematic or vice versa
void addBrokenConstraint(Sc::ConstraintCore*);
void addActiveBreakableConstraint(Sc::ConstraintSim*, ConstraintInteraction*);
void removeActiveBreakableConstraint(Sc::ConstraintSim*);
//the Actor should register its top level shapes with these.
void removeBody(BodySim&);
void raiseSceneFlag(SceneInternalFlag::Enum flag) { mInternalFlags |= flag; }
//lists of actors woken up or put to sleep last simulate
void onBodyWakeUp(BodySim* body);
void onBodySleep(BodySim* body);
PX_FORCE_INLINE bool isValid() const { return (mLLContext != NULL); }
void addToLostTouchList(BodySim* body1, BodySim* body2);
void initDominanceMatrix();
void setCreateContactReports(bool s);
// PX_AGGREGATE
PxU32 createAggregate(void* userData, bool selfCollisions);
void deleteAggregate(PxU32 id);
//~PX_AGGREGATE
Dy::Articulation* createLLArticulation(Sc::ArticulationSim* sim);
void destroyLLArticulation(Dy::Articulation&);
Ps::Pool<ConstraintInteraction>*
getConstraintInteractionPool() const { return mConstraintInteractionPool; }
public:
PxBroadPhaseType::Enum getBroadPhaseType() const;
bool getBroadPhaseCaps(PxBroadPhaseCaps& caps) const;
PxU32 getNbBroadPhaseRegions() const;
PxU32 getBroadPhaseRegions(PxBroadPhaseRegionInfo* userBuffer, PxU32 bufferSize, PxU32 startIndex) const;
PxU32 addBroadPhaseRegion(const PxBroadPhaseRegion& region, bool populateRegion);
bool removeBroadPhaseRegion(PxU32 handle);
void** getOutOfBoundsAggregates();
PxU32 getNbOutOfBoundsAggregates();
void clearOutOfBoundsAggregates();
PX_FORCE_INLINE const PxsMaterialManager& getMaterialManager() const { return mMaterialManager; }
PX_FORCE_INLINE PxsMaterialManager& getMaterialManager() { return mMaterialManager; }
//material management functions to be called from Scb::Scene
void registerMaterialInNP(const PxsMaterialCore& materialCore);
void updateMaterialInNP(const PxsMaterialCore& materialCore);
void unregisterMaterialInNP(const PxsMaterialCore& materialCore);
// Collision filtering
void setFilterShaderData(const void* data, PxU32 dataSize);
PX_FORCE_INLINE const void* getFilterShaderDataFast() const { return mFilterShaderData; }
PX_FORCE_INLINE PxU32 getFilterShaderDataSizeFast() const { return mFilterShaderDataSize; }
PX_FORCE_INLINE PxSimulationFilterShader getFilterShaderFast() const { return mFilterShader; }
PX_FORCE_INLINE PxSimulationFilterCallback* getFilterCallbackFast() const { return mFilterCallback; }
PX_FORCE_INLINE PxPairFilteringMode::Enum getKineKineFilteringMode() const { return mKineKineFilteringMode; }
PX_FORCE_INLINE PxPairFilteringMode::Enum getStaticKineFilteringMode() const { return mStaticKineFilteringMode; }
PX_FORCE_INLINE PxU32 getTimeStamp() const { return mTimeStamp; }
PX_FORCE_INLINE PxU32 getReportShapePairTimeStamp() const { return mReportShapePairTimeStamp; }
PX_FORCE_INLINE PxReal getOneOverDt() const { return mOneOverDt; }
PX_FORCE_INLINE PxReal getDt() const { return mDt; }
PX_FORCE_INLINE const PxVec3& getGravityFast() const { return mGravity; }
PX_FORCE_INLINE bool readFlag(SceneInternalFlag::Enum flag) const { return (mInternalFlags & flag) != 0; }
PX_FORCE_INLINE bool readPublicFlag(PxSceneFlag::Enum flag) const { return (mPublicFlags & flag); }
PX_FORCE_INLINE NPhaseCore* getNPhaseCore() const { return mNPhaseCore; }
void checkConstraintBreakage();
PX_FORCE_INLINE Ps::Array<TriggerPairExtraData>&
getTriggerBufferExtraData() { return *mTriggerBufferExtraData; }
PX_FORCE_INLINE Ps::Array<PxTriggerPair>& getTriggerBufferAPI() { return mTriggerBufferAPI; }
void reserveTriggerReportBufferSpace(const PxU32 pairCount, PxTriggerPair*& triggerPairBuffer, TriggerPairExtraData*& triggerPairExtraBuffer);
PX_FORCE_INLINE ObjectIDTracker& getRigidIDTracker() { return *mRigidIDTracker; }
PX_FORCE_INLINE ObjectIDTracker& getShapeIDTracker() { return *mShapeIDTracker; }
PX_FORCE_INLINE void markReleasedBodyIDForLostTouch(PxU32 id) { mLostTouchPairsDeletedBodyIDs.growAndSet(id); }
void resizeReleasedBodyIDMaps(PxU32 maxActors, PxU32 numActors);
PX_FORCE_INLINE StaticSim& getStaticAnchor() { return *mStaticAnchor; }
PX_FORCE_INLINE ConstraintProjectionManager& getProjectionManager() { return *mProjectionManager; }
PX_FORCE_INLINE Bp::BoundsArray& getBoundsArray() const { return *mBoundsArray; }
PX_FORCE_INLINE void updateContactDistance(PxU32 idx, PxReal distance) { (*mContactDistance)[idx] = distance; mHasContactDistanceChanged = true; }
PX_FORCE_INLINE SqBoundsManager& getSqBoundsManager() const { return *mSqBoundsManager; }
PX_FORCE_INLINE PxReal getVisualizationScale() const { return mVisualizationScale; } // This is actually redundant but makes checks whether debug visualization is enabled faster
PX_FORCE_INLINE BodyCore* const* getSleepBodiesArray(PxU32& count) { count = mSleepBodies.size(); return mSleepBodies.getEntries(); }
PX_FORCE_INLINE PxTaskManager& getTaskManager() const { PX_ASSERT(mTaskManager); return *mTaskManager; }
Cm::FlushPool* getFlushPool();
PX_FORCE_INLINE bool getStabilizationEnabled() const { return mEnableStabilization; }
PX_FORCE_INLINE void setPostSolverVelocityNeeded() { mContactReportsNeedPostSolverVelocity = true; }
ObjectIDTracker& getConstraintIDTracker() { return *mConstraintIDTracker; }
void* allocateConstraintBlock(PxU32 size);
void deallocateConstraintBlock(void* addr, PxU32 size);
PX_INLINE ObjectIDTracker& getElementIDPool() { return *mElementIDPool; }
PX_FORCE_INLINE Cm::BitMap& getVelocityModifyMap() { return mVelocityModifyMap; }
void stepSetupCollide();//This is very important to guarantee thread safty in the collide
PX_FORCE_INLINE void addToPosePreviewList(BodySim& b) { PX_ASSERT(!mPosePreviewBodies.contains(&b)); mPosePreviewBodies.insert(&b); }
PX_FORCE_INLINE void removeFromPosePreviewList(BodySim& b) { PX_ASSERT(mPosePreviewBodies.contains(&b)); mPosePreviewBodies.erase(&b); }
#if PX_DEBUG
PX_FORCE_INLINE bool isInPosePreviewList(BodySim& b) const { return mPosePreviewBodies.contains(&b); }
#endif
PX_FORCE_INLINE void setSpeculativeCCDRigidBody(const PxU32 index) { mSpeculativeCCDRigidBodyBitMap.growAndSet(index); }
PX_FORCE_INLINE void resetSpeculativeCCDRigidBody(const PxU32 index) { mSpeculativeCCDRigidBodyBitMap.reset(index); }
PX_FORCE_INLINE void setSpeculativeCCDArticulationLink(const PxU32 index) { mSpeculativeCDDArticulationBitMap.growAndSet(index); }
PX_FORCE_INLINE void resetSpeculativeCCDArticulationLink(const PxU32 index) { mSpeculativeCDDArticulationBitMap.reset(index); }
PX_FORCE_INLINE PxU64 getContextId() const { return mContextId; }
PX_FORCE_INLINE bool isUsingGpuRigidBodies() const { return mUseGpuRigidBodies; }
//internal private methods:
private:
void releaseConstraints(bool endOfScene);
PX_INLINE void clearBrokenConstraintBuffer();
/////////////////////////////////////////////////////////////
void prepareCollide();
void collideStep(PxBaseTask* continuation);
void advanceStep(PxBaseTask* continuation);
// subroutines of collideStep/solveStep:
void kinematicsSetup();
void stepSetupSolve();
//void stepSetupSimulate();
void fetchPatchEvents(PxBaseTask*);
void processNarrowPhaseTouchEvents();
void processNarrowPhaseTouchEventsStage2(PxBaseTask*);
void setEdgesConnected(PxBaseTask*);
void processNarrowPhaseLostTouchEvents(PxBaseTask*);
void processNarrowPhaseLostTouchEventsIslands(PxBaseTask*);
void processLostTouchPairs();
void integrateKinematicPose();
void updateKinematicCached(PxBaseTask*);
void beforeSolver(PxBaseTask* continuation);
void checkForceThresholdContactEvents(const PxU32 ccdPass);
void processCallbacks(bool pendingReportsOnly = false);
void endStep();
private:
PxBaseTask& scheduleCloth(PxBaseTask& continuation, bool afterBroadPhase);
void scheduleClothGpu(PxBaseTask& continuation);
PxBaseTask& scheduleParticleShapeGeneration(PxBaseTask& broadPhaseDependent,
PxBaseTask& dynamicsCpuDependent);
PxBaseTask& scheduleParticleDynamicsCpu(PxBaseTask& continuation);
PxBaseTask& scheduleParticleCollisionPrep(PxBaseTask& collisionCpuDependent,
PxBaseTask& gpuDependent);
PxBaseTask& scheduleParticleCollisionCpu(PxBaseTask& continuation);
PxBaseTask& scheduleParticleGpu(PxBaseTask& continuation);
void prepareParticleSystems();
void finishParticleSystems();
PX_FORCE_INLINE void putObjectsToSleep(PxU32 infoFlag);
PX_FORCE_INLINE void putInteractionsToSleep(PxU32 infoFlag);
PX_FORCE_INLINE void wakeObjectsUp(PxU32 infoFlag);
PX_FORCE_INLINE void wakeInteractions(PxU32 infoFlag);
void collectPostSolverVelocitiesBeforeCCD();
void updateFromVisualizationParameters();
void clearSleepWakeBodies(void);
PX_INLINE void cleanUpSleepBodies();
PX_INLINE void cleanUpWokenBodies();
PX_INLINE void cleanUpSleepOrWokenBodies(Ps::CoalescedHashSet<BodyCore*>& bodyList, PxU32 removeFlag, bool& validMarker);
//internal variables:
private:
// Material manager
PX_ALIGN(16, PxsMaterialManager mMaterialManager);
PxU64 mContextId;
Ps::Array<BodyCore*> mActiveBodies; // Sorted: kinematic before dynamic
PxU32 mActiveKinematicBodyCount; // Number of active kinematics. This is also the index in mActiveBodies where the active dynamic bodies start.
Ps::Array<Interaction*> mInteractions[InteractionType::eTRACKED_IN_SCENE_COUNT];
PxU32 mActiveInteractionCount[InteractionType::eTRACKED_IN_SCENE_COUNT]; // Interactions with id < activeInteractionCount are active
template <typename T, PxU32 size>
struct Block
{
PxU8 mem[sizeof(T)*size];
Block() {} // get around VS warning C4345, otherwise useless
};
typedef Block<void*, 8> PointerBlock8;
typedef Block<void*, 16> PointerBlock16;
typedef Block<void*, 32> PointerBlock32;
Ps::Pool<PointerBlock8> mPointerBlock8Pool;
Ps::Pool<PointerBlock16> mPointerBlock16Pool;
Ps::Pool<PointerBlock32> mPointerBlock32Pool;
PxsContext* mLLContext;
Bp::SimpleAABBManager* mAABBManager;
Bp::BroadPhase* mBP;
PxsCCDContext* mCCDContext;
PxI32 mNumFastMovingShapes;
PxU32 mCCDPass;
//PxsIslandManager* mIslandManager;
IG::SimpleIslandManager* mSimpleIslandManager;
Dy::Context* mDynamicsContext;
PxsMemoryManager* mMemoryManager;
#if PX_SUPPORT_GPU_PHYSX
PxsKernelWranglerManager* mGpuWranglerManagers;
PxsHeapMemoryAllocatorManager* mHeapMemoryAllocationManager;
#endif
PxsSimulationController* mSimulationController;
PxsSimulationControllerCallback* mSimulationControllerCallback;
PxSceneLimits mLimits;
PxVec3 mGravity; //!< Gravity vector
PxU32 mBodyGravityDirty; // Set to true before body->updateForces() when the mGravity has changed
Ps::Array<PxContactPairHeader>
mQueuedContactPairHeaders;
//time:
//constants set with setTiming():
PxReal mDt; //delta time for current step.
PxReal mOneOverDt; //inverse of dt.
//stepping / counters:
PxU32 mTimeStamp; //Counts number of steps.
PxU32 mReportShapePairTimeStamp; //Timestamp for refreshing the shape pair report structure. Updated before delayed shape/actor deletion and before CCD passes.
//containers:
// Those ones contain shape ptrs from Actor, i.e. compound level, not subparts
Ps::CoalescedHashSet<Sc::ConstraintCore*>
mConstraints;
Sc::ConstraintProjectionManager* mProjectionManager;
Bp::BoundsArray* mBoundsArray;
Ps::Array<PxReal, Ps::VirtualAllocator>* mContactDistance;
bool mHasContactDistanceChanged;
SqBoundsManager* mSqBoundsManager;
Ps::Array<BodySim*> mCcdBodies;
Ps::Array<BodySim*> mProjectedBodies;
Ps::Array<PxTriggerPair> mTriggerBufferAPI;
Ps::Array<TriggerPairExtraData>*
mTriggerBufferExtraData;
PxU32 mRemovedShapeCountAtSimStart; // counter used to detect whether there have been buffered shape removals
Ps::CoalescedHashSet<ArticulationCore*> mArticulations;
#if PX_USE_PARTICLE_SYSTEM_API
Pt::Context* mParticleContext;
Ps::CoalescedHashSet<ParticleSystemCore*> mParticleSystems;
Ps::Array<ParticleSystemSim*> mEnabledParticleSystems; // List of enabled particle systems updated every simulation step.
#endif
#if PX_USE_CLOTH_API
Ps::CoalescedHashSet<ClothCore*> mCloths;
static const PxU32 mNumClothSolvers = 2;
cloth::Solver* mClothSolvers[mNumClothSolvers];
PxBaseTask* mClothTasks[mNumClothSolvers]; // first element unused
cloth::Factory* mClothFactories[mNumClothSolvers]; // necessary because we have a context manager per scene
#endif
Ps::Array<Sc::ConstraintCore*> mBrokenConstraints;
Ps::CoalescedHashSet<Sc::ConstraintSim*> mActiveBreakableConstraints;
// pools for joint buffers
// Fixed joint is 92 bytes, D6 is 364 bytes right now. So these three pools cover all the internal cases
typedef Block<PxU8, 128> MemBlock128;
typedef Block<PxU8, 256> MemBlock256;
typedef Block<PxU8, 384> MemBlock384;
Ps::Pool2<MemBlock128, 8192> mMemBlock128Pool;
Ps::Pool2<MemBlock256, 8192> mMemBlock256Pool;
Ps::Pool2<MemBlock384, 8192> mMemBlock384Pool;
// broad phase data:
NPhaseCore* mNPhaseCore;
// Collision filtering
void* mFilterShaderData;
PxU32 mFilterShaderDataSize;
PxU32 mFilterShaderDataCapacity;
PxSimulationFilterShader mFilterShader;
PxSimulationFilterCallback* mFilterCallback;
PxPairFilteringMode::Enum mKineKineFilteringMode;
PxPairFilteringMode::Enum mStaticKineFilteringMode;
Ps::CoalescedHashSet<BodyCore*> mSleepBodies;
Ps::CoalescedHashSet<BodyCore*> mWokeBodies;
bool mWokeBodyListValid;
bool mSleepBodyListValid;
bool mEnableStabilization;
Ps::Array<Client*> mClients; //an array of transform arrays, one for each client.
SimStats* mStats;
PxU32 mInternalFlags; //!< Combination of ::SceneFlag
PxSceneFlags mPublicFlags; //copy of PxSceneDesc::flags, of type PxSceneFlag
ObjectIDTracker* mConstraintIDTracker;
ObjectIDTracker* mShapeIDTracker;
ObjectIDTracker* mRigidIDTracker;
ObjectIDTracker* mElementIDPool;
StaticSim* mStaticAnchor;
Cm::PreallocatingPool<ShapeSim>* mShapeSimPool;
Cm::PreallocatingPool<StaticSim>* mStaticSimPool;
Cm::PreallocatingPool<BodySim>* mBodySimPool;
Ps::Pool<ConstraintSim>* mConstraintSimPool;
LLArticulationPool* mLLArticulationPool;
Ps::Pool<ConstraintInteraction>*
mConstraintInteractionPool;
Ps::Pool<SimStateData>* mSimStateDataPool;
BatchRemoveState* mBatchRemoveState;
Ps::Array<SimpleBodyPair> mLostTouchPairs;
Cm::BitMap mLostTouchPairsDeletedBodyIDs; // Need to know which bodies have been deleted when processing the lost touch pair list.
// Can't use the existing rigid object ID tracker class since this map needs to be cleared at
// another point in time.
Cm::BitMap mVelocityModifyMap;
Ps::Array<PxvContactManagerTouchEvent> mTouchFoundEvents;
Ps::Array<PxvContactManagerTouchEvent> mTouchLostEvents;
Ps::Array<PxsContactManager*> mFoundPatchManagers;
Ps::Array<PxsContactManager*> mLostPatchManagers;
Ps::Array<PxU32> mOutOfBoundsIDs;
Cm::BitMap mDirtyShapeSimMap;
PxU32 mDominanceBitMatrix[PX_MAX_DOMINANCE_GROUP];
PxReal mVisualizationScale; // Redundant but makes checks whether debug visualization is enabled faster
bool mVisualizationParameterChanged;
// statics:
PxU32 mNbRigidStatics;
PxU32 mNbRigidDynamics;
PxU32 mNbGeometries[PxGeometryType::eGEOMETRY_COUNT];
PxU32 mNumDeactivatingNodes[2];
// task decomposition
void preBroadPhase(PxBaseTask* continuation);
void broadPhase(PxBaseTask* continuation);
void postBroadPhase(PxBaseTask* continuation);
void postBroadPhaseContinuation(PxBaseTask* continuation);
void preRigidBodyNarrowPhase(PxBaseTask* continuation);
void postBroadPhaseStage2(PxBaseTask* continuation);
void postBroadPhaseStage3(PxBaseTask* continuation);
void rigidBodyNarrowPhase(PxBaseTask* continuation);
void unblockNarrowPhase(PxBaseTask* continuation);
void islandGen(PxBaseTask* continuation);
void processLostSolverPatches(PxBaseTask* continuation);
void postIslandGen(PxBaseTask* continuation);
void processTriggerInteractions(PxBaseTask* continuation);
void solver(PxBaseTask* continuation);
void updateBodiesAndShapes(PxBaseTask* continuation);
void updateSimulationController(PxBaseTask* continuation);
void updateDynamics(PxBaseTask* continuation);
void processLostContacts(PxBaseTask*);
void processLostContacts2(PxBaseTask*);
void processLostContacts3(PxBaseTask*);
void destroyManagers(PxBaseTask*);
void lostTouchReports(PxBaseTask*);
void unregisterInteractions(PxBaseTask*);
void postThirdPassIslandGen(PxBaseTask*);
void postSolver(PxBaseTask* continuation);
void constraintProjection(PxBaseTask* continuation);
void afterIntegration(PxBaseTask* continuation); // performs sleep check, for instance
void postCCDPass(PxBaseTask* continuation);
void ccdBroadPhaseAABB(PxBaseTask* continuation);
void ccdBroadPhase(PxBaseTask* continuation);
void updateCCDMultiPass(PxBaseTask* continuation);
void updateCCDSinglePass(PxBaseTask* continuation);
void updateCCDSinglePassStage2(PxBaseTask* continuation);
void updateCCDSinglePassStage3(PxBaseTask* continuation);
void finalizationPhase(PxBaseTask* continuation);
void postNarrowPhase(PxBaseTask* continuation);
void particlePostCollPrep(PxBaseTask* continuation);
void particlePostShapeGen(PxBaseTask* continuation);
void clothPreprocessing(PxBaseTask* continuation);
void addShapes(void *const* shapes, PxU32 nbShapes, size_t ptrOffset, RigidSim& sim, PxBounds3* outBounds);
void removeShapes(RigidSim& , Ps::InlineArray<Sc::ShapeSim*, 64>& , Ps::InlineArray<const Sc::ShapeCore*, 64>&, bool wakeOnLostTouch);
private:
void addShapes(void *const* shapes, PxU32 nbShapes, size_t ptrOffset, RigidSim& sim, ShapeSim*& prefetchedShapeSim, PxBounds3* outBounds);
Cm::DelegateTask<Sc::Scene, &Sc::Scene::clothPreprocessing> mClothPreprocessing;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::secondPassNarrowPhase> mSecondPassNarrowPhase;
Cm::DelegateFanoutTask<Sc::Scene, &Sc::Scene::postNarrowPhase> mPostNarrowPhase;
Cm::FanoutTask mParticlePostCollPrep;
Cm::DelegateFanoutTask<Sc::Scene, &Sc::Scene::particlePostShapeGen> mParticlePostShapeGen;
Cm::DelegateFanoutTask<Sc::Scene, &Sc::Scene::finalizationPhase> mFinalizationPhase;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::updateCCDMultiPass> mUpdateCCDMultiPass;
//multi-pass ccd stuff
Ps::Array<Cm::DelegateTask<Sc::Scene, &Sc::Scene::updateCCDSinglePass> > mUpdateCCDSinglePass;
Ps::Array<Cm::DelegateTask<Sc::Scene, &Sc::Scene::updateCCDSinglePassStage2> > mUpdateCCDSinglePass2;
Ps::Array<Cm::DelegateTask<Sc::Scene, &Sc::Scene::updateCCDSinglePassStage3> > mUpdateCCDSinglePass3;
Ps::Array<Cm::DelegateTask<Sc::Scene, &Sc::Scene::ccdBroadPhaseAABB> > mCCDBroadPhaseAABB;
Ps::Array<Cm::DelegateTask<Sc::Scene, &Sc::Scene::ccdBroadPhase> > mCCDBroadPhase;
Ps::Array<Cm::DelegateTask<Sc::Scene, &Sc::Scene::postCCDPass> > mPostCCDPass;
PxU32 mCurrentCCDTask;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::afterIntegration> mAfterIntegration;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::constraintProjection> mConstraintProjection;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::postSolver> mPostSolver;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::solver> mSolver;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::updateBodiesAndShapes> mUpdateBodiesAndShapes;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::updateSimulationController> mUpdateSimulationController;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::updateDynamics> mUpdateDynamics;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::processLostContacts> mProcessLostContactsTask;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::processLostContacts2> mProcessLostContactsTask2;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::processLostContacts3> mProcessLostContactsTask3;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::destroyManagers> mDestroyManagersTask;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::lostTouchReports> mLostTouchReportsTask;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::unregisterInteractions> mUnregisterInteractionsTask;
Cm::DelegateTask<Sc::Scene,
&Sc::Scene::processNarrowPhaseLostTouchEventsIslands> mProcessNarrowPhaseLostTouchTasks;
Cm::DelegateTask<Sc::Scene,
&Sc::Scene::processNarrowPhaseLostTouchEvents> mProcessNPLostTouchEvents;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::postThirdPassIslandGen> mPostThirdPassIslandGenTask;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::postIslandGen> mPostIslandGen;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::islandGen> mIslandGen;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::preRigidBodyNarrowPhase> mPreRigidBodyNarrowPhase;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::setEdgesConnected> mSetEdgesConnectedTask;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::fetchPatchEvents> mFetchPatchEventsTask;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::processLostSolverPatches> mProcessLostPatchesTask;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::rigidBodyNarrowPhase> mRigidBodyNarrowPhase;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::unblockNarrowPhase> mRigidBodyNPhaseUnlock;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::postBroadPhase> mPostBroadPhase;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::postBroadPhaseContinuation> mPostBroadPhaseCont;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::postBroadPhaseStage2> mPostBroadPhase2;
Cm::DelegateFanoutTask<Sc::Scene, &Sc::Scene::postBroadPhaseStage3> mPostBroadPhase3;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::preallocateContactManagers> mPreallocateContactManagers;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::islandInsertion> mIslandInsertion;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::registerContactManagers> mRegisterContactManagers;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::registerInteractions> mRegisterInteractions;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::registerSceneInteractions> mRegisterSceneInteractions;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::broadPhase> mBroadPhase;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::advanceStep> mAdvanceStep;
Cm::DelegateTask<Sc::Scene, &Sc::Scene::collideStep> mCollideStep;
Cm::FlushPool mTaskPool;
PxTaskManager* mTaskManager;
bool mContactReportsNeedPostSolverVelocity;
bool mUseGpuRigidBodies;
SimulationStage::Enum mSimulationStage;
ConstraintGroupNode** mTmpConstraintGroupRootBuffer; // temporary list of constraint group roots, used for constraint projection
Ps::CoalescedHashSet<const BodySim*> mPosePreviewBodies; // list of bodies that requested early report of the integrated pose (eENABLE_POSE_INTEGRATION_PREVIEW).
Ps::Array<PxsContactManager*> mPreallocatedContactManagers;
Ps::Array<ShapeInteraction*> mPreallocatedShapeInteractions;
Ps::Array<ElementInteractionMarker*> mPreallocatedInteractionMarkers;
Ps::Array<OverlapFilterTask*> mOverlapFilterTasks;
Ps::Array<PxFilterInfo> mFilterInfo;
Cm::BitMap mSpeculativeCCDRigidBodyBitMap;
Cm::BitMap mSpeculativeCDDArticulationBitMap;
};
} // namespace Sc
}
#endif
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