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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_SIM_STATS
#define PX_PHYSICS_SCP_SIM_STATS
#include "PsAtomic.h"
#include "PsUserAllocated.h"
#include "CmPhysXCommon.h"
#include "PxGeometry.h"
#include "PxSimulationStatistics.h"
namespace physx
{
struct PxvSimStats;
namespace Sc
{
/*
Description: contains statistics for the scene.
*/
class SimStats : public Ps::UserAllocated
{
public:
SimStats();
void clear(); //set counters to zero
void simStart();
void readOut(PxSimulationStatistics& dest, const PxvSimStats& simStats) const;
PX_INLINE void incBroadphaseAdds(PxSimulationStatistics::VolumeType v)
{
numBroadPhaseAddsPending[v]++;
}
PX_INLINE void incBroadphaseRemoves(PxSimulationStatistics::VolumeType v)
{
numBroadPhaseRemovesPending[v]++;
}
private:
// Broadphase adds/removes for the current simulation step
PxU32 numBroadPhaseAdds[PxSimulationStatistics::eVOLUME_COUNT];
PxU32 numBroadPhaseRemoves[PxSimulationStatistics::eVOLUME_COUNT];
// Broadphase adds/removes for the next simulation step
PxU32 numBroadPhaseAddsPending[PxSimulationStatistics::eVOLUME_COUNT];
PxU32 numBroadPhaseRemovesPending[PxSimulationStatistics::eVOLUME_COUNT];
public:
typedef PxI32 TriggerPairCountsNonVolatile[PxGeometryType::eCONVEXMESH+1][PxGeometryType::eGEOMETRY_COUNT];
typedef volatile TriggerPairCountsNonVolatile TriggerPairCounts;
TriggerPairCounts numTriggerPairs;
};
} // namespace Sc
}
#endif
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