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XCEngine/engine/third_party/physx/source/lowlevel/software/include/PxsPartitionEdge.h

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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
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// 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.
#ifndef PXS_PARTITION_EDGE_H
#define PXS_PARTITION_EDGE_H
// PT: this is a temporary place for code related to PartitionEdge. This seems to be a GPU-only class
// but for some reason some CPU bits do need it. Ideally it would be fully contained inside the GPU DLL.
#include "PxsIslandSim.h"
#include "PxcNpWorkUnit.h"
namespace physx
{
// PT: TODO: mNextPatch is almost always null so it would make sense to store that cold data somewhere else, e.g:
// - use one bit to mark the general case where mNextPatch is null
// - store non-null mNextPatch in a hashmap indexed by mUniqueIndex (no need to reserve the full memory for it)
//
// The only annoying bit is that the mechanism needed to actually walk the linked list (i.e. the hashmap) needs to be
// available in processPartitionEdges below, so that's more GPU stuff exposed to the CPU code. But I guess we crossed
// that line a while ago when the heads of the LLs moved to the low-level island manager anyway. And in fact we could
// put the two in the same structure eventually, like a PartitionEdgeManager.
//
// In any case the benefit of the change would be a smaller PartitionEdge. Going further, the nodes can be retrieved from
// the edge index, so if mNextPatch also disappears then only the unique ID remains, which.... can be derived from
// the PartitionEdge address?! So it would be just the "edge index" with some bits encoded in it, just 4 bytes.
//
// This is per-edge data so we could also merge this with CPUExternalData, which already contains the node indices, and
// has an implicit unique index as the index into mEdgeNodeIndices. But maybe we cannot because there can be multiple
// PartitionEdge for the same source edge (hence the linked list).
//
// Another idea would be to store the edge index instead. You would need access to the edge manager in CPU code but no
// hashmap or new structure is needed.
struct PartitionEdge
{
enum Enum
{
HAS_INFINITE_MASS0 = (1<<0),
HAS_INFINITE_MASS1 = (1<<1),
HAS_THRESHOLD = (1<<2),
IS_CONTACT = (1<<3),
SPECIAL_HANDLED = (1<<4),
NB_BITS = 5
};
PxNodeIndex mNode0; //! The node index for node 0. Can be obtained from the edge index alternatively
PxNodeIndex mNode1; //! The node index for node 1. Can be obtained from the edge index alternatively
PartitionEdge* mNextPatch; //! for the contact manager has more than 1 patch, we have next patch's edge and previous patch's edge to connect to this edge
private:
IG::EdgeIndex mEdgeIndex; //! The edge index into the island manager. Used to identify the contact manager/constraint
public:
PxU32 mUniqueIndex; //! a unique ID for this edge
PX_FORCE_INLINE IG::EdgeIndex getEdgeIndex() const { return mEdgeIndex >> NB_BITS; }
PX_FORCE_INLINE PxU32 isArticulation0() const { return mNode0.isArticulation(); }
PX_FORCE_INLINE PxU32 isArticulation1() const { return mNode1.isArticulation(); }
PX_FORCE_INLINE PxU32 hasInfiniteMass0() const { return mEdgeIndex & HAS_INFINITE_MASS0; }
PX_FORCE_INLINE PxU32 hasInfiniteMass1() const { return mEdgeIndex & HAS_INFINITE_MASS1; }
PX_FORCE_INLINE void setInfiniteMass0() { mEdgeIndex |= HAS_INFINITE_MASS0; }
PX_FORCE_INLINE void setInfiniteMass1() { mEdgeIndex |= HAS_INFINITE_MASS1; }
PX_FORCE_INLINE void setHasThreshold() { mEdgeIndex |= HAS_THRESHOLD; }
PX_FORCE_INLINE PxU32 hasThreshold() const { return mEdgeIndex & HAS_THRESHOLD; }
PX_FORCE_INLINE void setIsContact() { mEdgeIndex |= IS_CONTACT; }
PX_FORCE_INLINE PxU32 isContact() const { return mEdgeIndex & IS_CONTACT; }
PX_FORCE_INLINE void setSpecialHandled() { mEdgeIndex |= SPECIAL_HANDLED; }
PX_FORCE_INLINE void clearSpecialHandled() { mEdgeIndex &= ~SPECIAL_HANDLED; }
PX_FORCE_INLINE PxU32 isSpecialHandled() const { return mEdgeIndex & SPECIAL_HANDLED; }
//KS - This constructor explicitly does not set mUniqueIndex. It is filled in by the pool allocator and this constructor
//is called afterwards. We do not want to stomp the uniqueIndex value
PartitionEdge(IG::EdgeIndex index) :
mNextPatch(NULL),
mEdgeIndex(index << NB_BITS)
{
PX_ASSERT(!(index & 0xf8000000)); // PT: reserve 5 bits for internal flags
}
};
PX_COMPILE_TIME_ASSERT(sizeof(PartitionEdge)<=32); // PT: 2 of them per cache-line
static PX_FORCE_INLINE void processPartitionEdges(const IG::GPUExternalData* gpuData, const PxcNpWorkUnit& unit)
{
if(gpuData && !(unit.mFlags & PxcNpWorkUnitFlag::eDISABLE_RESPONSE))
{
PxU32* edgeNodeIndices = gpuData->getEdgeNodeIndexPtr();
if(edgeNodeIndices) // PT: only non-null for GPU version
{
const PartitionEdge* partitionEdge = gpuData->getFirstPartitionEdge(unit.mEdgeIndex);
while(partitionEdge)
{
edgeNodeIndices[partitionEdge->mUniqueIndex] = unit.mNpIndex;
partitionEdge = partitionEdge->mNextPatch;
}
}
}
}
}
#endif