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PxvSimStats.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef PXV_SIM_STATS_H
30#define PXV_SIM_STATS_H
31
32#include "foundation/PxAssert.h"
33#include "foundation/PxMemory.h"
34#include "geometry/PxGeometry.h"
35
36namespace physx
37{
38
44/************************************************************************/
45/* Context handling, types */
46/************************************************************************/
47
52{
53 PxvSimStats() { clearAll(); }
54 void clearAll() { PxMemZero(this, sizeof(PxvSimStats)); } // set counters to zero
55
57 {
58 PX_ASSERT(g0 <= g1); // That's how they should be sorted
59 mNbCCDPairs[g0][g1]++;
60 }
61
63 {
64 PX_ASSERT(g0 <= g1); // That's how they should be sorted
65 PX_ASSERT(mNbCCDPairs[g0][g1]);
66 mNbCCDPairs[g0][g1]--;
67 }
68
69 PX_FORCE_INLINE void incModifiedContactPairs(PxGeometryType::Enum g0, PxGeometryType::Enum g1)
70 {
71 PX_ASSERT(g0 <= g1); // That's how they should be sorted
72 mNbModifiedContactPairs[g0][g1]++;
73 }
74
75 PX_FORCE_INLINE void decModifiedContactPairs(PxGeometryType::Enum g0, PxGeometryType::Enum g1)
76 {
77 PX_ASSERT(g0 <= g1); // That's how they should be sorted
78 PX_ASSERT(mNbModifiedContactPairs[g0][g1]);
79 mNbModifiedContactPairs[g0][g1]--;
80 }
81
82 // PT: those guys are now persistent and shouldn't be cleared each frame
85
87
88 PxU32 mNbDiscreteContactPairsTotal; // PT: sum of mNbDiscreteContactPairs, i.e. number of pairs reaching narrow phase
89 PxU32 mNbDiscreteContactPairsWithCacheHits;
90 PxU32 mNbDiscreteContactPairsWithContacts;
91 PxU32 mNbActiveConstraints;
92 PxU32 mNbActiveDynamicBodies;
93 PxU32 mNbActiveKinematicBodies;
94
95 PxU32 mNbAxisSolverConstraints;
96 PxU32 mTotalCompressedContactSize;
97 PxU32 mTotalConstraintSize;
98 PxU32 mPeakConstraintBlockAllocations;
99
100 PxU32 mNbNewPairs;
101 PxU32 mNbLostPairs;
102
103 PxU32 mNbNewTouches;
104 PxU32 mNbLostTouches;
105
106 PxU32 mNbPartitions;
107};
108
109}
110
111#endif
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
PX_FORCE_INLINE void * PxMemZero(void *dest, PxU32 count)
Sets the bytes of the provided buffer to zero.
Definition PxMemory.h:53
Enum
Definition PxGeometry.h:52
@ eGEOMETRY_COUNT
internal use only!
Definition PxGeometry.h:65
Definition PxvSimStats.h:52