// // 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) 2008-2019 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 PXV_NPHASE_IMPLEMENTATION_CONTEXT_H #define PXV_NPHASE_IMPLEMENTATION_CONTEXT_H #include "PxSceneDesc.h" #include "PxsContactManagerState.h" #include "PsArray.h" namespace physx { namespace IG { class SimpleIslandManager; class IslandSim; typedef PxU32 EdgeIndex; } namespace Dy { class Context; } class PxBaseTask; class PxsContext; struct PxsShapeCore; class PxsMaterialCore; struct PxgDynamicsMemoryConfig; class PxsContactManager; struct PxsContactManagerOutput; class PxsKernelWranglerManager; class PxsHeapMemoryAllocatorManager; struct PxsContactManagerBase { static const PxU32 NEW_CONTACT_MANAGER_MASK = 0x80000000; static const PxU32 GPU_NP_OFFSET = 0x4; static const PxU32 MaxBucketBits = 3; const PxU32 mBucketId; PxsContactManagerBase(const PxU32 bucketId) : mBucketId(bucketId) { PX_ASSERT(bucketId < (1<> MaxBucketBits; } static PX_FORCE_INLINE PxU32 computeBucketIndexFromId(const PxU32 id) { return id & ((1<