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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_CONSTRAINT_PROJECTION_MANAGER
#define PX_PHYSICS_SCP_CONSTRAINT_PROJECTION_MANAGER
#include "PsPool.h"
#include "PsHashSet.h"
#include "ScConstraintGroupNode.h"
namespace physx
{
class PxcScratchAllocator;
namespace Sc
{
class ConstraintSim;
class BodySim;
template<typename T, const PxU32 elementsPerBlock = 64> class ScratchAllocatorList;
class ConstraintProjectionManager : public Ps::UserAllocated
{
public:
ConstraintProjectionManager();
~ConstraintProjectionManager() {}
void addToPendingGroupUpdates(ConstraintSim& s);
void removeFromPendingGroupUpdates(ConstraintSim& s);
void addToPendingTreeUpdates(ConstraintGroupNode& n);
void removeFromPendingTreeUpdates(ConstraintGroupNode& n);
void processPendingUpdates(PxcScratchAllocator&);
void invalidateGroup(ConstraintGroupNode& node, ConstraintSim* constraintDeleted);
private:
PX_INLINE Sc::ConstraintGroupNode* createGroupNode(BodySim& b);
void addToGroup(BodySim& b, BodySim* other, ConstraintSim& c);
void groupUnion(ConstraintGroupNode& root0, ConstraintGroupNode& root1);
void markConnectedConstraintsForUpdate(BodySim& b, ConstraintSim* c);
PX_FORCE_INLINE void processConstraintForGroupBuilding(ConstraintSim* c, ScratchAllocatorList<ConstraintSim*>&);
private:
Ps::Pool<ConstraintGroupNode> mNodePool;
Ps::CoalescedHashSet<ConstraintSim*> mPendingGroupUpdates; //list of constraints for which constraint projection groups need to be generated/updated
Ps::CoalescedHashSet<ConstraintGroupNode*> mPendingTreeUpdates; //list of constraint groups that need their projection trees rebuilt. Note: non of the
//constraints in those groups are allowed to be in mPendingGroupUpdates at the same time
//because a group update will automatically trigger tree rebuilds.
};
} // namespace Sc
}
#endif
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