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XCEngine/engine/third_party/physx/source/simulationcontroller/src/ScSimulationController.cpp

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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) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "ScSimulationController.h"
#include "foundation/PxAllocator.h"
#include "CmTask.h"
#include "CmFlushPool.h"
#include "PxNodeIndex.h"
#include "ScArticulationSim.h"
#include "PxsContext.h"
#include "foundation/PxAllocator.h"
#include "BpAABBManager.h"
#include "DyVArticulation.h"
using namespace physx;
using namespace IG;
using namespace Sc;
void SimulationController::updateScBodyAndShapeSim(PxsTransformCache& /*cache*/, Bp::BoundsArray& /*boundArray*/, PxBaseTask* continuation)
{
mCallback->updateScBodyAndShapeSim(continuation);
}
namespace
{
class UpdateArticulationAfterIntegrationTask : public Cm::Task
{
IslandSim& mIslandSim;
const PxNodeIndex* const PX_RESTRICT mNodeIndices;
const PxU32 mNbArticulations;
const PxReal mDt;
PX_NOCOPY(UpdateArticulationAfterIntegrationTask)
public:
static const PxU32 NbArticulationsPerTask = 64;
UpdateArticulationAfterIntegrationTask(PxU64 contextId, PxU32 nbArticulations, PxReal dt, const PxNodeIndex* nodeIndices, IslandSim& islandSim) :
Cm::Task(contextId),
mIslandSim(islandSim),
mNodeIndices(nodeIndices),
mNbArticulations(nbArticulations),
mDt(dt)
{
}
virtual void runInternal()
{
for (PxU32 i = 0; i < mNbArticulations; ++i)
{
PxNodeIndex nodeIndex = mNodeIndices[i];
ArticulationSim* articSim = getArticulationSim(mIslandSim, nodeIndex);
articSim->sleepCheck(mDt);
articSim->updateCached(NULL);
}
}
virtual const char* getName() const { return "UpdateArticulationAfterIntegrationTask"; }
};
}
//KS - TODO - parallelize this bit!!!!!
void SimulationController::updateArticulationAfterIntegration(
PxsContext* llContext,
Bp::AABBManagerBase* aabbManager,
PxArray<BodySim*>& ccdBodies,
PxBaseTask* continuation,
IslandSim& islandSim,
float dt
)
{
const PxU32 nbActiveArticulations = islandSim.getNbActiveNodes(Node::eARTICULATION_TYPE);
Cm::FlushPool& flushPool = llContext->getTaskPool();
const PxNodeIndex* activeArticulations = islandSim.getActiveNodes(Node::eARTICULATION_TYPE);
for (PxU32 i = 0; i < nbActiveArticulations; i += UpdateArticulationAfterIntegrationTask::NbArticulationsPerTask)
{
UpdateArticulationAfterIntegrationTask* task =
PX_PLACEMENT_NEW(flushPool.allocate(sizeof(UpdateArticulationAfterIntegrationTask)), UpdateArticulationAfterIntegrationTask)(islandSim.getContextId(), PxMin(UpdateArticulationAfterIntegrationTask::NbArticulationsPerTask, PxU32(nbActiveArticulations - i)), dt,
activeArticulations + i, islandSim);
startTask(task, continuation);
}
llContext->getLock().lock();
//const NodeIndex* activeArticulations = islandSim.getActiveNodes(Node::eARTICULATION_TYPE);
PxBitMapPinned& changedAABBMgrActorHandles = aabbManager->getChangedAABBMgActorHandleMap();
for (PxU32 i = 0; i < nbActiveArticulations; i++)
{
ArticulationSim* articSim = getArticulationSim(islandSim, activeArticulations[i]);
//KS - check links for CCD flags and add to mCcdBodies list if required....
articSim->updateCCDLinks(ccdBodies);
articSim->markShapesUpdated(&changedAABBMgrActorHandles);
}
llContext->getLock().unlock();
}