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ScConstraintProjectionManager.h
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef SC_CONSTRAINT_PROJECTION_MANAGER_H
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#define SC_CONSTRAINT_PROJECTION_MANAGER_H
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#include "foundation/PxPool.h"
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#include "foundation/PxHashSet.h"
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#include "ScConstraintGroupNode.h"
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namespace
physx
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{
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class
PxcScratchAllocator;
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namespace
Sc
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{
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class
ConstraintSim;
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class
BodySim;
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template
<
typename
T, const PxU32 elementsPerBlock = 64>
class
ScratchAllocatorList;
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class
ConstraintProjectionManager
:
public
PxUserAllocated
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{
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public
:
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ConstraintProjectionManager
();
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~ConstraintProjectionManager
() {}
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void
addToPendingGroupUpdates(
ConstraintSim
& s);
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void
removeFromPendingGroupUpdates(
ConstraintSim
& s);
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void
addToPendingTreeUpdates(
ConstraintGroupNode
& n);
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void
removeFromPendingTreeUpdates(
ConstraintGroupNode
& n);
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void
processPendingUpdates(
PxcScratchAllocator
&);
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void
invalidateGroup(
ConstraintGroupNode
& node,
ConstraintSim
* constraintDeleted);
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private
:
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PX_INLINE
Sc::ConstraintGroupNode
* createGroupNode(
BodySim
& b);
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void
addToGroup(
BodySim
& b,
BodySim
* other,
ConstraintSim
& c);
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void
groupUnion(
ConstraintGroupNode
& root0,
ConstraintGroupNode
& root1);
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void
markConnectedConstraintsForUpdate(
BodySim
& b,
ConstraintSim
* c);
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PX_FORCE_INLINE
void
processConstraintForGroupBuilding(
ConstraintSim
* c,
ScratchAllocatorList<ConstraintSim*>
&);
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private
:
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PxPool<ConstraintGroupNode>
mNodePool;
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PxCoalescedHashSet<ConstraintSim*>
mPendingGroupUpdates;
//list of constraints for which constraint projection groups need to be generated/updated
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PxCoalescedHashSet<ConstraintGroupNode*>
mPendingTreeUpdates;
//list of constraint groups that need their projection trees rebuilt. Note: non of the
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//constraints in those groups are allowed to be in mPendingGroupUpdates at the same time
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//because a group update will automatically trigger tree rebuilds.
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};
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}
// namespace Sc
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}
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#endif
physx::PxCoalescedHashSet
Definition
PxHashSet.h:100
physx::PxPool
Definition
PxPool.h:248
physx::PxUserAllocated
Definition
PxUserAllocated.h:43
physx::PxcScratchAllocator
Definition
PxcScratchAllocator.h:42
physx::Sc::BodySim
Definition
ScBodySim.h:60
physx::Sc::ConstraintProjectionManager
Definition
ScConstraintProjectionManager.h:47
physx::Sc::ConstraintSim
Definition
ScConstraintSim.h:48
physx::Sc::ScratchAllocatorList
Definition
ScConstraintProjectionManager.cpp:46
PX_FORCE_INLINE
#define PX_FORCE_INLINE
Definition
PxPreprocessor.h:335
PX_INLINE
#define PX_INLINE
Definition
PxPreprocessor.h:320
physx
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition
PxBoxController.h:39
physx::Sc::ConstraintGroupNode
Definition
ScConstraintGroupNode.h:45
RavEngine
deps
physx
physx
source
simulationcontroller
src
ScConstraintProjectionManager.h
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