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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 "PxcScratchAllocator.h"
#include "ScConstraintProjectionManager.h"
#include "ScBodySim.h"
#include "ScConstraintSim.h"
#include "ScConstraintInteraction.h"
using namespace physx;
namespace physx
{
namespace Sc
{
template<typename T, const PxU32 elementsPerBlock>
class ScratchAllocatorList
{
private:
struct ElementBlock
{
PX_FORCE_INLINE ElementBlock() {}
PX_FORCE_INLINE void init(PxU32 countAtStart) { next = NULL; count = countAtStart; }
ElementBlock* next;
PxU32 count;
T elements[elementsPerBlock];
};
PX_FORCE_INLINE const ScratchAllocatorList& operator=(const ScratchAllocatorList&) {}
public:
class Iterator
{
friend class ScratchAllocatorList;
public:
T const* getNext()
{
if (mCurrentBlock)
{
if (mIndex < mCurrentBlock->count)
{
return &mCurrentBlock->elements[mIndex++];
}
else
{
if (mCurrentBlock->next)
{
PX_ASSERT(mCurrentBlock->count == elementsPerBlock);
mCurrentBlock = mCurrentBlock->next;
PX_ASSERT(mCurrentBlock->count > 0);
mIndex = 1;
return &mCurrentBlock->elements[0];
}
else
return NULL;
}
}
else
return NULL;
}
private:
Iterator(const ElementBlock* startBlock) : mCurrentBlock(startBlock), mIndex(0) {}
private:
const ElementBlock* mCurrentBlock;
PxU32 mIndex;
};
PX_FORCE_INLINE ScratchAllocatorList(PxcScratchAllocator& scratchAllocator) : mScratchAllocator(scratchAllocator)
{
mFirstBlock = reinterpret_cast<ElementBlock*>(scratchAllocator.alloc(sizeof(ElementBlock), true));
if (mFirstBlock)
mFirstBlock->init(0);
mCurrentBlock = mFirstBlock;
}
PX_FORCE_INLINE ~ScratchAllocatorList()
{
freeMemory();
}
PX_FORCE_INLINE bool add(const T& element)
{
if (mCurrentBlock)
{
if (mCurrentBlock->count < elementsPerBlock)
{
mCurrentBlock->elements[mCurrentBlock->count] = element;
mCurrentBlock->count++;
return true;
}
else
{
PX_ASSERT(mCurrentBlock->next == NULL);
PX_ASSERT(mCurrentBlock->count == elementsPerBlock);
ElementBlock* newBlock = reinterpret_cast<ElementBlock*>(mScratchAllocator.alloc(sizeof(ElementBlock), true));
if (newBlock)
{
newBlock->init(1);
newBlock->elements[0] = element;
mCurrentBlock->next = newBlock;
mCurrentBlock = newBlock;
return true;
}
else
return false;
}
}
else
return false;
}
PX_FORCE_INLINE Iterator getIterator() const
{
return Iterator(mFirstBlock);
}
PX_FORCE_INLINE void freeMemory()
{
ElementBlock* block = mFirstBlock;
while(block)
{
ElementBlock* blockToFree = block;
block = block->next;
mScratchAllocator.free(blockToFree);
}
}
private:
PxcScratchAllocator& mScratchAllocator;
ElementBlock* mFirstBlock;
ElementBlock* mCurrentBlock;
};
}
}
Sc::ConstraintProjectionManager::ConstraintProjectionManager() :
mNodePool(PX_DEBUG_EXP("projectionNodePool"))
{
}
void Sc::ConstraintProjectionManager::addToPendingGroupUpdates(Sc::ConstraintSim& s)
{
PX_ASSERT(!s.readFlag(ConstraintSim::ePENDING_GROUP_UPDATE));
bool isNew = mPendingGroupUpdates.insert(&s);
PX_UNUSED(isNew);
PX_ASSERT(isNew);
s.setFlag(ConstraintSim::ePENDING_GROUP_UPDATE);
}
void Sc::ConstraintProjectionManager::removeFromPendingGroupUpdates(Sc::ConstraintSim& s)
{
PX_ASSERT(s.readFlag(ConstraintSim::ePENDING_GROUP_UPDATE));
bool didExist = mPendingGroupUpdates.erase(&s);
PX_UNUSED(didExist);
PX_ASSERT(didExist);
s.clearFlag(ConstraintSim::ePENDING_GROUP_UPDATE);
}
void Sc::ConstraintProjectionManager::addToPendingTreeUpdates(ConstraintGroupNode& n)
{
PX_ASSERT(&n == &n.getRoot());
PX_ASSERT(!n.readFlag(ConstraintGroupNode::ePENDING_TREE_UPDATE));
bool isNew = mPendingTreeUpdates.insert(&n);
PX_UNUSED(isNew);
PX_ASSERT(isNew);
n.raiseFlag(ConstraintGroupNode::ePENDING_TREE_UPDATE);
}
void Sc::ConstraintProjectionManager::removeFromPendingTreeUpdates(ConstraintGroupNode& n)
{
PX_ASSERT(&n == &n.getRoot());
PX_ASSERT(n.readFlag(ConstraintGroupNode::ePENDING_TREE_UPDATE));
bool didExist = mPendingTreeUpdates.erase(&n);
PX_UNUSED(didExist);
PX_ASSERT(didExist);
n.clearFlag(ConstraintGroupNode::ePENDING_TREE_UPDATE);
}
PX_INLINE Sc::ConstraintGroupNode* Sc::ConstraintProjectionManager::createGroupNode(BodySim& b)
{
ConstraintGroupNode* n = mNodePool.construct(b);
b.setConstraintGroup(n);
return n;
}
//
// Implementation of UNION of
// UNION-FIND algo.
// It also updates the group traversal
// linked list.
//
void Sc::ConstraintProjectionManager::groupUnion(ConstraintGroupNode& root0, ConstraintGroupNode& root1)
{
// Should only get called for the roots
PX_ASSERT(&root0 == root0.parent);
PX_ASSERT(&root1 == root1.parent);
if (&root0 != &root1) //different groups? If not, its already merged.
{
//UNION(this, other); //union-find algo unites groups.
ConstraintGroupNode* newRoot;
ConstraintGroupNode* otherRoot;
if (root0.rank > root1.rank)
{
//hisGroup appended to mygroup.
newRoot = &root0;
otherRoot = &root1;
}
else
{
//myGroup appended to hisGroup.
newRoot = &root1;
otherRoot = &root0;
//there is a chance that the two ranks were equal, in which case the tree depth just increased.
root1.rank++;
}
PX_ASSERT(newRoot->parent == newRoot);
otherRoot->parent = newRoot;
//update traversal linked list:
newRoot->tail->next = otherRoot;
newRoot->tail = otherRoot->tail;
}
}
//
// Add a body to a constraint projection group.
//
void Sc::ConstraintProjectionManager::addToGroup(BodySim& b, BodySim* other, ConstraintSim& c)
{
// If both bodies of the constraint are defined, we want to fetch the reference to the group root
// from body 0 by default (allows to avoid checking both)
PX_ASSERT(&b == c.getBody(0) || (c.getBody(0) == NULL && &b == c.getBody(1)));
PX_UNUSED(c);
ConstraintGroupNode* myRoot;
if (!b.getConstraintGroup())
myRoot = createGroupNode(b);
else
{
myRoot = &b.getConstraintGroup()->getRoot();
if (myRoot->hasProjectionTreeRoot())
myRoot->purgeProjectionTrees(); // If a new constraint gets added to a constraint group, projection trees need to be recreated
}
if (other)
{
ConstraintGroupNode* otherRoot;
if (!other->getConstraintGroup())
otherRoot = createGroupNode(*other);
else
{
otherRoot = &other->getConstraintGroup()->getRoot();
if (otherRoot->hasProjectionTreeRoot())
otherRoot->purgeProjectionTrees(); // If a new constraint gets added to a constraint group, projection trees need to be recreated
}
//merge the two groups, if disjoint.
groupUnion(*myRoot, *otherRoot);
}
}
//
// Add all projection constraints connected to the specified body to the pending update list but
// ignore the specified constraint.
//
void Sc::ConstraintProjectionManager::markConnectedConstraintsForUpdate(BodySim& b, ConstraintSim* c)
{
PxU32 size = b.getActorInteractionCount();
Interaction** interactions = b.getActorInteractions();
while(size--)
{
Interaction* interaction = *interactions++;
if (interaction->getType() == InteractionType::eCONSTRAINTSHADER)
{
ConstraintSim* ct = static_cast<ConstraintInteraction*>(interaction)->getConstraint();
if ((ct != c) && ct->needsProjection() && (!ct->readFlag(ConstraintSim::ePENDING_GROUP_UPDATE)))
{
//mark constraint for pending update:
addToPendingGroupUpdates(*ct);
}
}
}
}
//
// Add all constraints connected to the specified body to an array but
// ignore the specified constraint.
//
PX_FORCE_INLINE static void dumpConnectedConstraints(Sc::BodySim& b, Sc::ConstraintSim* c, Sc::ScratchAllocatorList<Sc::ConstraintSim*>& constraintList)
{
PxU32 size = b.getActorInteractionCount();
Sc::Interaction** interactions = b.getActorInteractions();
while(size--)
{
Sc::Interaction* interaction = *interactions++;
if (interaction->getType() == Sc::InteractionType::eCONSTRAINTSHADER)
{
Sc::ConstraintSim* ct = static_cast<Sc::ConstraintInteraction*>(interaction)->getConstraint();
if ((ct != c) && (!ct->readFlag(Sc::ConstraintSim::ePENDING_GROUP_UPDATE)))
{
bool success = constraintList.add(ct);
PX_UNUSED(success);
PX_ASSERT(success);
}
}
}
}
PX_FORCE_INLINE void Sc::ConstraintProjectionManager::processConstraintForGroupBuilding(ConstraintSim* c, ScratchAllocatorList<ConstraintSim*>& constraintList)
{
c->clearFlag(ConstraintSim::ePENDING_GROUP_UPDATE);
// Find all constraints connected to the two bodies of the dirty constraint.
// - Constraints to static anchors are ignored (note: kinematics can't be ignored because they might get switched to dynamics any time which
// does trigger a projection tree rebuild but not a constraint tree rebuild
// - Already processed bodies are ignored as well
BodySim* b0 = c->getBody(0);
if (b0 && !b0->getConstraintGroup())
{
dumpConnectedConstraints(*b0, c, constraintList);
}
BodySim* b1 = c->getBody(1);
if (b1 && !b1->getConstraintGroup())
{
dumpConnectedConstraints(*b1, c, constraintList);
}
BodySim* b = c->getAnyBody();
PX_ASSERT(b);
addToGroup(*b, c->getOtherBody(b), *c); //this will eventually merge some body's constraint groups.
}
void Sc::ConstraintProjectionManager::processPendingUpdates(PxcScratchAllocator& scratchAllocator)
{
//
// if there are dirty projection trees, then rebuild them
//
const PxU32 nbProjectionTreesToUpdate = mPendingTreeUpdates.size();
if (nbProjectionTreesToUpdate)
{
ConstraintGroupNode* const* projectionTreesToUpdate = mPendingTreeUpdates.getEntries();
for(PxU32 i=0; i < nbProjectionTreesToUpdate; i++)
{
ConstraintGroupNode* n = projectionTreesToUpdate[i];
PX_ASSERT(n == &n->getRoot()); // only root nodes should be in that list
PX_ASSERT(n->readFlag(ConstraintGroupNode::ePENDING_TREE_UPDATE));
n->clearFlag(ConstraintGroupNode::ePENDING_TREE_UPDATE);
// note: it is valid to get here and not have a projection root. This is the case if all nodes of a constraint graph are kinematic
// at some point (hence no projection root) and later some of those get switched to dynamic.
if (n->hasProjectionTreeRoot())
n->purgeProjectionTrees();
n->buildProjectionTrees();
}
mPendingTreeUpdates.clear();
}
//
// if there are new/dirty constraints, update groups
//
const PxU32 nbProjectionConstraintsToUpdate = mPendingGroupUpdates.size();
if (nbProjectionConstraintsToUpdate)
{
ScratchAllocatorList<ConstraintSim*> nonProjectionConstraintList(scratchAllocator);
ConstraintSim* const* projectionConstraintsToUpdate = mPendingGroupUpdates.getEntries();
#if PX_DEBUG
// At the beginning the list should only contain constraints with projection.
// Further below other constraints, connected to the constraints with projection, will be added too.
for(PxU32 i=0; i < nbProjectionConstraintsToUpdate; i++)
{
PX_ASSERT(projectionConstraintsToUpdate[i]->needsProjection());
}
#endif
for(PxU32 i=0; i < nbProjectionConstraintsToUpdate; i++)
{
processConstraintForGroupBuilding(projectionConstraintsToUpdate[i], nonProjectionConstraintList);
}
ScratchAllocatorList<ConstraintSim*>::Iterator iter = nonProjectionConstraintList.getIterator();
ConstraintSim* const* nextConstraint = iter.getNext();
while(nextConstraint)
{
processConstraintForGroupBuilding(*nextConstraint, nonProjectionConstraintList);
nextConstraint = iter.getNext();
}
// Now find all the newly made groups and build projection trees.
// Don't need to iterate over the additionally constraints since the roots are supposed to be
// fetchable from any node.
for (PxU32 i=0; i < nbProjectionConstraintsToUpdate; i++)
{
ConstraintSim* c = projectionConstraintsToUpdate[i];
BodySim* b = c->getAnyBody();
PX_ASSERT(b);
PX_ASSERT(b->getConstraintGroup());
ConstraintGroupNode& root = b->getConstraintGroup()->getRoot();
if (!root.hasProjectionTreeRoot()) // Build projection tree only once
root.buildProjectionTrees();
}
mPendingGroupUpdates.clear();
}
}
//
// Called if a body or a constraint gets deleted. All projecting constraints of the
// group (except the deleted one) are moved to the dirty list and all group nodes are destroyed.
//
void Sc::ConstraintProjectionManager::invalidateGroup(ConstraintGroupNode& node, ConstraintSim* deletedConstraint)
{
ConstraintGroupNode* n = &node.getRoot();
if (n->readFlag(ConstraintGroupNode::ePENDING_TREE_UPDATE))
{
removeFromPendingTreeUpdates(*n);
}
while (n) //go through nodes in constraint group
{
markConnectedConstraintsForUpdate(*n->body, deletedConstraint);
//destroy the body's constraint group information
ConstraintGroupNode* next = n->next; //save next node ptr before we destroy it!
BodySim* b = n->body;
b->setConstraintGroup(NULL);
if (n->hasProjectionTreeRoot())
n->purgeProjectionTrees();
mNodePool.destroy(n);
n = next;
}
}
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