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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.
#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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