Projekt_Grafika/dependencies/physx-4.1/source/lowlevel/software/include/PxsSimpleIslandManager.h
Jakub Adamski f5087ee7b6 new repo
2021-01-29 17:02:11 +01:00

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6.5 KiB
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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) 2008-2019 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 PXS_SIMPLE_ISLAND_GEN_H
#define PXS_SIMPLE_ISLAND_GEN_H
#include "PxsIslandSim.h"
#include "CmTask.h"
namespace physx
{
namespace Sc
{
class Interaction;
}
namespace IG
{
class SimpleIslandManager;
class ThirdPassTask : public Cm::Task
{
SimpleIslandManager& mIslandManager;
IslandSim& mIslandSim;
public:
ThirdPassTask(PxU64 contextID, SimpleIslandManager& islandManager, IslandSim& islandSim);
virtual void runInternal();
virtual const char* getName() const
{
return "ThirdPassIslandGenTask";
}
private:
PX_NOCOPY(ThirdPassTask)
};
class PostThirdPassTask : public Cm::Task
{
SimpleIslandManager& mIslandManager;
public:
PostThirdPassTask(PxU64 contextID, SimpleIslandManager& islandManager);
virtual void runInternal();
virtual const char* getName() const
{
return "PostThirdPassTask";
}
private:
PX_NOCOPY(PostThirdPassTask)
};
class SimpleIslandManager
{
HandleManager<PxU32> mNodeHandles; //! Handle manager for nodes
HandleManager<EdgeIndex> mEdgeHandles; //! Handle manager for edges
//An array of destroyed nodes
Ps::Array<NodeIndex> mDestroyedNodes;
Cm::BlockArray<Sc::Interaction*> mInteractions;
//Edges destroyed this frame
Ps::Array<EdgeIndex> mDestroyedEdges;
Ps::Array<PartitionEdge*> mFirstPartitionEdges;
Ps::Array<PartitionEdge*> mDestroyedPartitionEdges;
//KS - stores node indices for a given edge. Node index 0 is at 2* edgeId and NodeIndex1 is at 2*edgeId + 1
//can also be used for edgeInstance indexing so there's no need to figure out outboundNode ID either!
Cm::BlockArray<NodeIndex> mEdgeNodeIndices;
Cm::BlockArray<void*> mConstraintOrCm; //! Pointers to either the constraint or Cm for this pair
Cm::BitMap mConnectedMap;
IslandSim mIslandManager;
IslandSim mSpeculativeIslandManager;
ThirdPassTask mSpeculativeThirdPassTask;
ThirdPassTask mAccurateThirdPassTask;
PostThirdPassTask mPostThirdPassTask;
PxU32 mMaxDirtyNodesPerFrame;
PxU64 mContextID;
public:
SimpleIslandManager(bool useEnhancedDeterminism, PxU64 contextID);
~SimpleIslandManager();
NodeIndex addRigidBody(PxsRigidBody* body, bool isKinematic, bool isActive);
void removeNode(const NodeIndex index);
NodeIndex addArticulation(Sc::ArticulationSim* articulation, Dy::ArticulationV* llArtic, bool isActive);
EdgeIndex addContactManager(PxsContactManager* manager, NodeIndex nodeHandle1, NodeIndex nodeHandle2, Sc::Interaction* interaction);
EdgeIndex addConstraint(Dy::Constraint* constraint, NodeIndex nodeHandle1, NodeIndex nodeHandle2, Sc::Interaction* interaction);
bool isConnected(EdgeIndex edgeIndex) const { return !!mConnectedMap.test(edgeIndex); }
PX_FORCE_INLINE NodeIndex getEdgeIndex(EdgeInstanceIndex edgeIndex) const { return mEdgeNodeIndices[edgeIndex]; }
void activateNode(NodeIndex index);
void deactivateNode(NodeIndex index);
void putNodeToSleep(NodeIndex index);
void removeConnection(EdgeIndex edgeIndex);
void firstPassIslandGen();
void additionalSpeculativeActivation();
void secondPassIslandGen();
void thirdPassIslandGen(PxBaseTask* continuation);
void clearDestroyedEdges();
void setEdgeConnected(EdgeIndex edgeIndex);
void setEdgeDisconnected(EdgeIndex edgeIndex);
bool getIsEdgeConnected(EdgeIndex edgeIndex);
void setEdgeRigidCM(const EdgeIndex edgeIndex, PxsContactManager* cm);
void clearEdgeRigidCM(const EdgeIndex edgeIndex);
void setKinematic(IG::NodeIndex nodeIndex);
void setDynamic(IG::NodeIndex nodeIndex);
const IslandSim& getSpeculativeIslandSim() const { return mSpeculativeIslandManager; }
const IslandSim& getAccurateIslandSim() const { return mIslandManager; }
IslandSim& getAccurateIslandSim() { return mIslandManager; }
PX_FORCE_INLINE PxU32 getNbEdgeHandles() const { return mEdgeHandles.getTotalHandles(); }
PX_FORCE_INLINE PxU32 getNbNodeHandles() const { return mNodeHandles.getTotalHandles(); }
void deactivateEdge(const EdgeIndex edge);
PX_FORCE_INLINE PxsContactManager* getContactManager(IG::EdgeIndex edgeId) const { return reinterpret_cast<PxsContactManager*>(mConstraintOrCm[edgeId]); }
PX_FORCE_INLINE PxsContactManager* getContactManagerUnsafe(IG::EdgeIndex edgeId) const { return reinterpret_cast<PxsContactManager*>(mConstraintOrCm[edgeId]); }
PX_FORCE_INLINE Dy::Constraint* getConstraint(IG::EdgeIndex edgeId) const { return reinterpret_cast<Dy::Constraint*>(mConstraintOrCm[edgeId]); }
PX_FORCE_INLINE Dy::Constraint* getConstraintUnsafe(IG::EdgeIndex edgeId) const { return reinterpret_cast<Dy::Constraint*>(mConstraintOrCm[edgeId]); }
PX_FORCE_INLINE Sc::Interaction* getInteraction(IG::EdgeIndex edgeId) const { return mInteractions[edgeId]; }
PX_FORCE_INLINE PxU64 getContextId() const { return mContextID; }
bool checkInternalConsistency();
private:
friend class ThirdPassTask;
friend class PostThirdPassTask;
bool validateDeactivations() const;
PX_NOCOPY(SimpleIslandManager)
};
}
}
#endif