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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_SC_OBJECT_ID_TRACKER
#define PX_PHYSICS_SC_OBJECT_ID_TRACKER
#include "CmPhysXCommon.h"
#include "CmIDPool.h"
#include "CmBitMap.h"
#include "PsUserAllocated.h"
namespace physx
{
namespace Sc
{
class ObjectIDTracker : public Ps::UserAllocated
{
PX_NOCOPY(ObjectIDTracker)
public:
ObjectIDTracker() : mPendingReleasedIDs(PX_DEBUG_EXP("objectIDTrackerIDs")) {}
PX_INLINE PxU32 createID() { return mIDPool.getNewID(); }
PX_INLINE void releaseID(PxU32 id)
{
markIDAsDeleted(id);
mPendingReleasedIDs.pushBack(id);
}
PX_INLINE Ps::IntBool isDeletedID(PxU32 id) const { return mDeletedIDsMap.boundedTest(id); }
PX_FORCE_INLINE PxU32 getDeletedIDCount() const { return mPendingReleasedIDs.size(); }
PX_INLINE void clearDeletedIDMap() { mDeletedIDsMap.clear(); }
PX_INLINE void resizeDeletedIDMap(PxU32 id, PxU32 numIds)
{
mDeletedIDsMap.resize(id);
mPendingReleasedIDs.reserve(numIds);
}
PX_INLINE void processPendingReleases()
{
for(PxU32 i=0; i < mPendingReleasedIDs.size(); i++)
{
mIDPool.freeID(mPendingReleasedIDs[i]);
}
mPendingReleasedIDs.clear();
}
PX_INLINE void reset()
{
processPendingReleases();
mPendingReleasedIDs.reset();
// Don't free stuff in IDPool, we still need the list of free IDs
// And it does not seem worth freeing the memory of the bitmap
}
PX_INLINE PxU32 getMaxID()
{
return mIDPool.getMaxID();
}
private:
PX_INLINE void markIDAsDeleted(PxU32 id) { PX_ASSERT(!isDeletedID(id)); mDeletedIDsMap.growAndSet(id); }
private:
Cm::IDPool mIDPool;
Cm::BitMap mDeletedIDsMap;
Ps::Array<PxU32> mPendingReleasedIDs; // Buffer for released IDs to make sure newly created objects do not re-use these IDs immediately
};
}
}
#endif
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