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XCEngine/engine/third_party/physx/source/simulationcontroller/include/ScScene.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
// 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.
#ifndef SC_SCENE_H
#define SC_SCENE_H
#include "PxPhysXConfig.h"
#include "PxScene.h"
#include "PxSimulationEventCallback.h"
#include "foundation/PxPool.h"
#include "foundation/PxHashSet.h"
#include "foundation/PxHashMap.h"
#include "CmTask.h"
#include "CmFlushPool.h"
#include "CmPreallocatingPool.h"
#include "foundation/PxBitMap.h"
#include "ScIterators.h"
#include "PxsMaterialManager.h"
#include "PxvManager.h"
#include "ScStaticCore.h"
#include "ScBodyCore.h"
#include "PxAggregate.h"
#include "PxsContext.h"
#include "GuPrunerTypedef.h"
#include "DyContext.h"
#include "ScFiltering.h"
#include "ScBroadphase.h"
#include "ScInteraction.h"
#include "ScArticulationJointSim.h"
#include "ScConstraintInteraction.h"
#include "ScConstraintSim.h"
#define PX_MAX_DOMINANCE_GROUP 32
namespace
{
class OverlapFilterTask;
class OnOverlapCreatedTask;
class IslandInsertionTask;
}
namespace physx
{
class NpShape;
struct PxTriggerPair;
class PxsSimulationController;
class PxsSimulationControllerCallback;
class PxsMemoryManager;
struct PxConeLimitedConstraint;
#if PX_SUPPORT_GPU_PHYSX
class PxsKernelWranglerManager;
class PxsHeapMemoryAllocatorManager;
#endif
namespace IG
{
class SimpleIslandManager;
typedef PxU32 EdgeIndex;
}
struct DelayedGPUTypes
{
struct Data
{
IG::EdgeIndex mEdgeIndex;
IG::Edge::EdgeType mType;
};
PxArray<Data> mDelayed;
PxMutex mLock;
};
class PxsCCDContext;
namespace Cm
{
class IDPool;
}
namespace Bp
{
class AABBManagerBase;
class BroadPhase;
class BoundsArray;
}
namespace Dy
{
class FeatherstoneArticulation;
class Context;
#if PX_SUPPORT_GPU_PHYSX
class DeformableSurface;
class DeformableVolume;
class ParticleSystem;
#endif
}
namespace Sc
{
class ActorSim;
class ElementSim;
class ShapeCore;
class RigidCore;
class ConstraintCore;
class ArticulationCore;
class ArticulationJointCore;
class ArticulationSpatialTendonCore;
class ArticulationFixedTendonCore;
class ArticulationMimicJointCore;
class LLArticulationPool;
class LLArticulationRCPool;
class LLDeformableSurfacePool;
class LLDeformableVolumePool;
class LLParticleSystemPool;
class BodyCore;
class DeformableSurfaceCore;
class DeformableVolumeCore;
class ParticleSystemCore;
class NPhaseCore;
class ElementSimInteraction;
class BodySim;
class ShapeSim;
class RigidSim;
class StaticSim;
class ConstraintSim;
struct TriggerPairExtraData;
class ObjectIDTracker;
class ActorPairReport;
class ContactStreamManager;
class SqBoundsManager;
class ShapeInteraction;
class ElementInteractionMarker;
class ArticulationSim;
class DeformableSurfaceSim;
class DeformableVolumeSim;
class ParticleSystemSim;
class SimStats;
struct SimStateData;
struct BatchInsertionState
{
BodySim* bodySim;
StaticSim*staticSim;
ShapeSim* shapeSim;
ptrdiff_t staticActorOffset;
ptrdiff_t staticShapeTableOffset;
ptrdiff_t dynamicActorOffset;
ptrdiff_t dynamicShapeTableOffset;
ptrdiff_t shapeOffset;
};
struct BatchRemoveState
{
PxInlineArray<ShapeSim*, 64> bufferedShapes;
PxInlineArray<const ShapeCore*, 64> removedShapes;
};
struct SceneInternalFlag
{
enum Enum
{
eSCENE_SIP_STATES_DIRTY_DOMINANCE = (1<<1),
eSCENE_SIP_STATES_DIRTY_VISUALIZATION = (1<<2),
eSCENE_DEFAULT = 0
};
};
struct SimulationStage
{
enum Enum
{
eCOMPLETE,
eCOLLIDE,
eFETCHCOLLIDE,
eADVANCE,
eFETCHRESULT
};
};
struct SqBoundsSync;
struct SqRefFinder;
struct ParticleOrSoftBodyRigidInteraction
{
IG::EdgeIndex mIndex;
PxU32 mCount;
ParticleOrSoftBodyRigidInteraction() : mCount(0) {}
};
class Scene : public PxUserAllocated
{
struct SimpleBodyPair
{
ActorSim* body1;
ActorSim* body2;
PxU32 body1ID;
PxU32 body2ID;
};
PX_NOCOPY(Scene)
public:
Scene(const PxSceneDesc& desc, PxU64 contextID);
~Scene() {} //use release() plz.
void preAllocate(PxU32 nbStatics, PxU32 nbBodies, PxU32 nbStaticShapes, PxU32 nbDynamicShapes);
void release();
PX_FORCE_INLINE PxsSimulationController* getSimulationController() { return mSimulationController; }
PX_FORCE_INLINE const PxsSimulationController* getSimulationController() const { return mSimulationController; }
PX_FORCE_INLINE Bp::AABBManagerBase* getAABBManager() { return mAABBManager; }
PX_FORCE_INLINE const Bp::AABBManagerBase* getAABBManager() const { return mAABBManager; }
PX_FORCE_INLINE PxArray<BodySim*>& getCcdBodies() { return mCcdBodies; }
PX_FORCE_INLINE IG::SimpleIslandManager* getSimpleIslandManager() { return mSimpleIslandManager; }
PX_FORCE_INLINE const IG::SimpleIslandManager* getSimpleIslandManager() const { return mSimpleIslandManager; }
PX_FORCE_INLINE SimulationStage::Enum getSimulationStage() const { return mSimulationStage; }
PX_FORCE_INLINE void setSimulationStage(SimulationStage::Enum stage) { mSimulationStage = stage; }
PX_FORCE_INLINE PxPool<SimStateData>* getSimStateDataPool() { return mSimStateDataPool; }
PX_FORCE_INLINE PxBitMap& getDirtyShapeSimMap() { return mDirtyShapeSimMap; }
PX_FORCE_INLINE void setGravity(const PxVec3& g) { mGravity = g; }
PX_FORCE_INLINE const PxVec3& getGravity() const { return mGravity; }
PX_FORCE_INLINE void setElapsedTime(PxReal t) { mDt = t; mOneOverDt = t > 0.0f ? 1.0f/t : 0.0f; }
PX_FORCE_INLINE PxReal getOneOverDt() const { return mOneOverDt; }
// PX_FORCE_INLINE PxReal getDt() const { return mDt; }
PX_FORCE_INLINE void setLimits(const PxSceneLimits& limits) { mLimits = limits; }
PX_FORCE_INLINE const PxSceneLimits& getLimits() const { return mLimits; }
PX_FORCE_INLINE void setBatchRemove(BatchRemoveState* bs) { mBatchRemoveState = bs; }
PX_FORCE_INLINE BatchRemoveState* getBatchRemove() const { return mBatchRemoveState; }
PX_FORCE_INLINE void setMaxArticulationLinks(const PxU32 maxLinks) { mMaxNbArticulationLinks = maxLinks; }
PX_FORCE_INLINE PxU32 getMaxArticulationLinks() const { return mMaxNbArticulationLinks; }
// mDynamicsContext wrappers
PX_FORCE_INLINE Dy::Context* getDynamicsContext() { return mDynamicsContext; }
PX_FORCE_INLINE const Dy::Context* getDynamicsContext() const { return mDynamicsContext; }
PX_FORCE_INLINE void setBounceThresholdVelocity(PxReal t) { mDynamicsContext->setBounceThreshold(-t); }
PX_FORCE_INLINE PxReal getBounceThresholdVelocity() const { return -mDynamicsContext->getBounceThreshold(); }
PX_FORCE_INLINE PxSolverType::Enum getSolverType() const { return mDynamicsContext->getSolverType(); }
PX_FORCE_INLINE void setSolverBatchSize(PxU32 solverBatchSize) { mDynamicsContext->setSolverBatchSize(solverBatchSize); }
PX_FORCE_INLINE PxU32 getSolverBatchSize() const { return mDynamicsContext->getSolverBatchSize(); }
PX_FORCE_INLINE void setSolverArticBatchSize(PxU32 solverBatchSize) { mDynamicsContext->setSolverArticBatchSize(solverBatchSize); }
PX_FORCE_INLINE PxU32 getSolverArticBatchSize() const { return mDynamicsContext->getSolverArticBatchSize(); }
PX_FORCE_INLINE void setCCDMaxSeparation(PxReal separation) { mDynamicsContext->setCCDSeparationThreshold(separation); }
PX_FORCE_INLINE PxReal getCCDMaxSeparation() const { return mDynamicsContext->getCCDSeparationThreshold(); }
PX_FORCE_INLINE void setMaxBiasCoefficient(PxReal coeff) { mDynamicsContext->setMaxBiasCoefficient(coeff); }
PX_FORCE_INLINE PxReal getMaxBiasCoefficient() const { return mDynamicsContext->getMaxBiasCoefficient(); }
PX_FORCE_INLINE void setFrictionOffsetThreshold(PxReal t) { mDynamicsContext->setFrictionOffsetThreshold(t); }
PX_FORCE_INLINE PxReal getFrictionOffsetThreshold() const { return mDynamicsContext->getFrictionOffsetThreshold(); }
PX_FORCE_INLINE void setFrictionCorrelationDistance(PxReal t) { mDynamicsContext->setCorrelationDistance(t); }
PX_FORCE_INLINE PxReal getFrictionCorrelationDistance() const { return mDynamicsContext->getCorrelationDistance(); }
PX_FORCE_INLINE PxReal getLengthScale() const { return mDynamicsContext->getLengthScale(); }
PX_FORCE_INLINE void setDynamicsDirty() { mDynamicsContext->setStateDirty(true); }
//~mDynamicsContext wrappers
// mLLContext wrappers
PX_FORCE_INLINE PxsContext* getLowLevelContext() { return mLLContext; }
PX_FORCE_INLINE const PxsContext* getLowLevelContext() const { return mLLContext; }
PX_FORCE_INLINE Cm::FlushPool* getFlushPool() { return &mLLContext->getTaskPool(); }
PX_FORCE_INLINE void setPCM(bool enabled) { mLLContext->setPCM(enabled); }
PX_FORCE_INLINE void setContactCache(bool enabled) { mLLContext->setContactCache(enabled); }
PX_FORCE_INLINE void setContactModifyCallback(PxContactModifyCallback* callback) { mLLContext->setContactModifyCallback(callback); }
PX_FORCE_INLINE PxContactModifyCallback* getContactModifyCallback() const { return mLLContext->getContactModifyCallback(); }
PX_FORCE_INLINE void setDeformableSurfaceGpuPostSolveCallback(PxPostSolveCallback* callback) { mSimulationController->setDeformableSurfaceGpuPostSolveCallback(callback); }
PX_FORCE_INLINE void setDeformableVolumeGpuPostSolveCallback(PxPostSolveCallback* callback) { mSimulationController->setDeformableVolumeGpuPostSolveCallback(callback); }
PX_FORCE_INLINE void setVisualizationParameter(PxVisualizationParameter::Enum param, PxReal value)
{
mVisualizationParameterChanged = true;
mLLContext->setVisualizationParameter(param, value);
}
PX_FORCE_INLINE PxReal getVisualizationParameter(PxVisualizationParameter::Enum param) const { return mLLContext->getVisualizationParameter(param); }
PX_FORCE_INLINE void setVisualizationCullingBox(const PxBounds3& box) { mLLContext->setVisualizationCullingBox(box); }
PX_FORCE_INLINE const PxBounds3& getVisualizationCullingBox() const { return mLLContext->getVisualizationCullingBox(); }
PX_FORCE_INLINE PxReal getVisualizationScale() const { return mLLContext->getRenderScale(); }
PX_FORCE_INLINE PxRenderBuffer& getRenderBuffer() { return mLLContext->getRenderBuffer(); }
PX_FORCE_INLINE void setNbContactDataBlocks(PxU32 blockCount) { mLLContext->getNpMemBlockPool().setBlockCount(blockCount); }
PX_FORCE_INLINE PxU32 getNbContactDataBlocksUsed() const { return mLLContext->getNpMemBlockPool().getUsedBlockCount(); }
PX_FORCE_INLINE PxU32 getMaxNbContactDataBlocksUsed() const { return mLLContext->getNpMemBlockPool().getMaxUsedBlockCount(); }
PX_FORCE_INLINE PxU32 getMaxNbConstraintDataBlocksUsed() const { return mLLContext->getNpMemBlockPool().getPeakConstraintBlockCount(); }
PX_FORCE_INLINE void setScratchBlock(void* addr, PxU32 size) { mLLContext->setScratchBlock(addr, size); }
//~mLLContext wrappers
PX_FORCE_INLINE void setFlags(PxSceneFlags flags)
{
mPublicFlags = flags;
}
PX_FORCE_INLINE PxSceneFlags getFlags() const { return mPublicFlags; }
PX_FORCE_INLINE bool readInternalFlag(SceneInternalFlag::Enum flag) const { return (mInternalFlags & flag) != 0; }
void addStatic(StaticCore&, NpShape*const *shapes, PxU32 nbShapes, size_t shapePtrOffset, PxBounds3* uninflatedBounds);
void removeStatic(StaticCore&, PxInlineArray<const ShapeCore*,64>& removedShapes, bool wakeOnLostTouch);
void addBody(BodyCore&, NpShape*const *shapes, PxU32 nbShapes, size_t shapePtrOffset, PxBounds3* uninflatedBounds, bool compound);
void removeBody(BodyCore&, PxInlineArray<const ShapeCore*,64>& removedShapes, bool wakeOnLostTouch);
// Batch insertion API.
// the bounds generated here are the uninflated bounds for the shapes, *if* they are trigger or sim shapes.
// It's up to the caller to ensure the bounds array is big enough.
// Some care is required in handling these since sim and SQ tweak the bounds in slightly different ways.
void startBatchInsertion(BatchInsertionState&);
void addStatic(PxActor* actor, BatchInsertionState&, PxBounds3* outBounds);
void addBody(PxActor* actor, BatchInsertionState&, PxBounds3* outBounds, bool compound);
void finishBatchInsertion(BatchInsertionState&);
void addConstraint(ConstraintCore&, RigidCore*, RigidCore*);
void removeConstraint(ConstraintCore&);
void addConstraintToMap(ConstraintCore& constraint, RigidCore*, RigidCore*);
void removeConstraintFromMap(const ConstraintInteraction&);
void addArticulation(ArticulationCore&, BodyCore& root);
void removeArticulation(ArticulationCore&);
void addArticulationJoint(ArticulationJointCore&, BodyCore& parent, BodyCore& child);
void removeArticulationJoint(ArticulationJointCore&);
void addArticulationTendon(ArticulationSpatialTendonCore&);
static void removeArticulationTendon(ArticulationSpatialTendonCore&);
void addArticulationTendon(ArticulationFixedTendonCore&);
static void removeArticulationTendon(ArticulationFixedTendonCore&);
void addArticulationMimicJoint(ArticulationMimicJointCore&);
static void removeArticulationMimicJoint(ArticulationMimicJointCore&);
void addArticulationSimControl(ArticulationCore& core);
void removeArticulationSimControl(ArticulationCore& core);
void updateBodySim(BodySim& sim);
PX_FORCE_INLINE PxU32 getNbArticulations() const { return mArticulations.size(); }
PX_FORCE_INLINE ArticulationCore* const* getArticulations() { return mArticulations.getEntries(); }
PX_FORCE_INLINE PxU32 getNbConstraints() const { return mConstraints.size(); }
PX_FORCE_INLINE ConstraintCore*const* getConstraints() const { return mConstraints.getEntries(); }
PX_FORCE_INLINE ConstraintCore*const* getConstraints() { return mConstraints.getEntries(); }
void initContactsIterator(ContactIterator&, PxsContactManagerOutputIterator&);
void setSimulationEventCallback(PxSimulationEventCallback* callback);
PxSimulationEventCallback* getSimulationEventCallback() const;
void setCCDContactModifyCallback(PxCCDContactModifyCallback* callback);
PxCCDContactModifyCallback* getCCDContactModifyCallback() const;
void setCCDMaxPasses(PxU32 ccdMaxPasses);
PxU32 getCCDMaxPasses() const;
void setCCDThreshold(PxReal t);
PxReal getCCDThreshold() const;
// Broad-phase management
void finishBroadPhase(PxBaseTask* continuation);
void finishBroadPhaseStage2(PxU32 ccdPass);
void preallocateContactManagers(PxBaseTask* continuation);
void islandInsertion(PxBaseTask* continuation);
void registerContactManagers(PxBaseTask* continuation);
void registerInteractions(PxBaseTask* continuation);
void registerSceneInteractions(PxBaseTask* continuation);
void secondPassNarrowPhase(PxBaseTask* continuation);
void setDominanceGroupPair(PxDominanceGroup group1, PxDominanceGroup group2, const PxDominanceGroupPair& dominance);
PxDominanceGroupPair getDominanceGroupPair(PxDominanceGroup group1, PxDominanceGroup group2) const;
// Run
void simulate(PxReal timeStep, PxBaseTask* continuation);
void advance(PxReal timeStep, PxBaseTask* continuation);
void collide(PxReal timeStep, PxBaseTask* continuation);
void endSimulation();
void flush(bool sendPendingReports);
void fireBrokenConstraintCallbacks();
void fireTriggerCallbacks();
void fireQueuedContactCallbacks();
void fireOnAdvanceCallback();
const PxArray<PxContactPairHeader>&
getQueuedContactPairHeaders();
void postCallbacksPreSync();
void postCallbacksPreSyncKinematics();
void postReportsCleanup();
void fireCallbacksPostSync();
void syncSceneQueryBounds(SqBoundsSync& sync, SqRefFinder& finder);
PxU32 getDefaultContactReportStreamBufferSize() const;
void visualizeStartStep();
void visualizeContacts();
// PX_ENABLE_SIM_STATS
void getStats(PxSimulationStatistics& stats) const;
PX_FORCE_INLINE SimStats& getStatsInternal() { return *mStats; }
// PX_ENABLE_SIM_STATS
void buildActiveActors();
void buildActiveAndFrozenActors();
PxActor** getActiveActors(PxU32& nbActorsOut);
void setActiveActors(PxActor** actors, PxU32 nbActors);
PxActor** getFrozenActors(PxU32& nbActorsOut);
void finalizeContactStreamAndCreateHeader(PxContactPairHeader& header,
const ActorPairReport& aPair,
ContactStreamManager& cs, PxU32 removedShapeTestMask);
PxTaskManager* getTaskManagerPtr() const { return mTaskManager; }
PxCudaContextManager* getCudaContextManager() const { return mCudaContextManager; }
void shiftOrigin(const PxVec3& shift);
PX_FORCE_INLINE bool isCollisionPhaseActive() const { return mIsCollisionPhaseActive; }
PX_FORCE_INLINE void setCollisionPhaseToActive() { PX_ASSERT(!mIsCollisionPhaseActive); mIsCollisionPhaseActive = true; }
PX_FORCE_INLINE void setCollisionPhaseToInactive() { PX_ASSERT(mIsCollisionPhaseActive); mIsCollisionPhaseActive = false; }
void addShape_(RigidSim&, ShapeCore&);
void removeShape_(ShapeSim&, bool wakeOnLostTouch);
void registerShapeInNphase(RigidCore* rigidCore, const ShapeCore& shapeCore, const PxU32 transformCacheID);
void unregisterShapeFromNphase(const ShapeCore& shapeCore, const PxU32 transformCacheID);
void notifyNphaseOnUpdateShapeMaterial(const ShapeCore& shapeCore);
// Get an array of the active actors.
PX_FORCE_INLINE BodyCore*const* getActiveBodiesArray() const { return mActiveBodies.begin(); }
PX_FORCE_INLINE PxU32 getNumActiveBodies() const { return mActiveBodies.size(); }
PX_FORCE_INLINE BodyCore*const* getActiveCompoundBodiesArray() const { return mActiveCompoundBodies.begin(); }
PX_FORCE_INLINE PxU32 getNumActiveCompoundBodies() const { return mActiveCompoundBodies.size(); }
PX_FORCE_INLINE PxU32 getNbInteractions(InteractionType::Enum type) const { return mInteractions[type].size(); }
PX_FORCE_INLINE PxU32 getNbActiveInteractions(InteractionType::Enum type) const { return mActiveInteractionCount[type]; }
// Get all interactions of a certain type
PX_FORCE_INLINE ElementSimInteraction** getInteractions(InteractionType::Enum type) { return mInteractions[type].begin(); }
PX_FORCE_INLINE ElementSimInteraction** getActiveInteractions(InteractionType::Enum type) { return mInteractions[type].begin(); }
void registerInteraction(ElementSimInteraction* interaction, bool active);
void unregisterInteraction(ElementSimInteraction* interaction);
void notifyInteractionActivated(Interaction* interaction);
void notifyInteractionDeactivated(Interaction* interaction);
// for pool management of interaction arrays, a major cause of dynamic allocation
void** allocatePointerBlock(PxU32 size);
void deallocatePointerBlock(void**, PxU32 size);
private:
// Get the number of active one-way dominator actors
PX_FORCE_INLINE PxU32 getActiveKinematicBodiesCount() const { return mActiveKinematicBodyCount; }
// Get an iterator to the active one-way dominator actors
PX_FORCE_INLINE BodyCore*const* getActiveKinematicBodies() const { return mActiveBodies.begin(); }
// Get the number of active non-kinematic actors
PX_FORCE_INLINE PxU32 getActiveDynamicBodiesCount() const { return mActiveBodies.size() - mActiveKinematicBodyCount; }
// Get the active non-kinematic actors
PX_FORCE_INLINE BodyCore*const* getActiveDynamicBodies() const { return mActiveBodies.begin() + mActiveKinematicBodyCount; }
void swapInteractionArrayIndices(PxU32 id1, PxU32 id2, InteractionType::Enum type);
public:
void addDirtyArticulationSim(ArticulationSim* artiSim);
void removeDirtyArticulationSim(ArticulationSim* artiSim);
void addToActiveList(ActorSim& actor);
void removeFromActiveList(ActorSim& actor);
void removeFromActiveCompoundBodyList(BodySim& actor);
void swapInActiveBodyList(BodySim& body); // call when an active body gets switched from dynamic to kinematic or vice versa
void addActiveBreakableConstraint(ConstraintSim*, ConstraintInteraction*);
void removeActiveBreakableConstraint(ConstraintSim*);
//the Actor should register its top level shapes with these.
void removeBody(BodySim&);
//lists of actors woken up or put to sleep last simulate
void onBodyWakeUp(BodySim* body);
void onBodySleep(BodySim* body);
PX_FORCE_INLINE bool isValid() const { return (mLLContext != NULL); }
void addToLostTouchList(ActorSim& body1, ActorSim& body2);
PxU32 createAggregate(void* userData, PxU32 maxNumShapes, PxAggregateFilterHint filterHint, PxU32 envID);
void deleteAggregate(PxU32 id);
Dy::FeatherstoneArticulation* createLLArticulation(ArticulationSim* sim);
void destroyLLArticulation(Dy::FeatherstoneArticulation&);
PX_FORCE_INLINE PxPool2<ConstraintInteraction, 4096>& getConstraintInteractionPool() { return mConstraintInteractionPool; }
public:
PX_FORCE_INLINE const PxsMaterialManager& getMaterialManager() const { return mMaterialManager; }
PX_FORCE_INLINE PxsMaterialManager& getMaterialManager() { return mMaterialManager; }
PX_FORCE_INLINE const BroadphaseManager& getBroadphaseManager() const { return mBroadphaseManager; }
PX_FORCE_INLINE BroadphaseManager& getBroadphaseManager() { return mBroadphaseManager; }
PX_FORCE_INLINE bool fireOutOfBoundsCallbacks()
{
return mBroadphaseManager.fireOutOfBoundsCallbacks(mAABBManager, *mElementIDPool, mContextId);
}
// Collision filtering
void setFilterShaderData(const void* data, PxU32 dataSize);
PX_FORCE_INLINE const void* getFilterShaderDataFast() const { return mFilterShaderData; }
PX_FORCE_INLINE PxU32 getFilterShaderDataSizeFast() const { return mFilterShaderDataSize; }
PX_FORCE_INLINE PxSimulationFilterShader getFilterShaderFast() const { return mFilterShader; }
PX_FORCE_INLINE PxSimulationFilterCallback* getFilterCallbackFast() const { return mFilterCallback; }
PX_FORCE_INLINE PxPairFilteringMode::Enum getKineKineFilteringMode() const { return mKineKineFilteringMode; }
PX_FORCE_INLINE PxPairFilteringMode::Enum getStaticKineFilteringMode() const { return mStaticKineFilteringMode; }
PX_FORCE_INLINE PxU32 getTimeStamp() const { return mTimeStamp; }
PX_FORCE_INLINE PxU32 getReportShapePairTimeStamp() const { return mReportShapePairTimeStamp; }
PX_FORCE_INLINE NPhaseCore* getNPhaseCore() const { return mNPhaseCore; }
void checkConstraintBreakage();
void collectSolverResidual();
PxSceneResidual getSolverResidual() const;
PX_FORCE_INLINE PxArray<TriggerPairExtraData>&
getTriggerBufferExtraData() { return *mTriggerBufferExtraData; }
PX_FORCE_INLINE PxArray<PxTriggerPair>& getTriggerBufferAPI() { return mTriggerBufferAPI; }
void reserveTriggerReportBufferSpace(const PxU32 pairCount, PxTriggerPair*& triggerPairBuffer, TriggerPairExtraData*& triggerPairExtraBuffer);
PX_FORCE_INLINE ObjectIDTracker& getActorIDTracker() { return *mActorIDTracker; }
PX_FORCE_INLINE void markReleasedBodyIDForLostTouch(PxU32 id) { mLostTouchPairsDeletedBodyIDs.growAndSet(id); }
void resizeReleasedBodyIDMaps(PxU32 maxActors, PxU32 numActors);
PX_FORCE_INLINE StaticSim& getStaticAnchor() { return *mStaticAnchor; }
PX_FORCE_INLINE Bp::BoundsArray& getBoundsArray() const { return *mBoundsArray; }
PX_FORCE_INLINE void updateContactDistance(PxU32 idx, PxReal distance) { (*mContactDistance)[idx] = distance; mHasContactDistanceChanged = true; }
PX_FORCE_INLINE SqBoundsManager& getSqBoundsManager() const { return *mSqBoundsManager; }
PX_FORCE_INLINE BodyCore* const* getSleepBodiesArray(PxU32& count) { count = mSleepBodies.size(); return mSleepBodies.getEntries(); }
PX_FORCE_INLINE PxTaskManager& getTaskManager() const { PX_ASSERT(mTaskManager); return *mTaskManager; }
PX_FORCE_INLINE void setPostSolverVelocityNeeded() { mContactReportsNeedPostSolverVelocity = true; }
PX_FORCE_INLINE ObjectIDTracker& getConstraintIDTracker() { return *mConstraintIDTracker; }
PX_FORCE_INLINE ObjectIDTracker& getElementIDPool() { return *mElementIDPool; }
PX_FORCE_INLINE PxBitMap& getVelocityModifyMap() { return mVelocityModifyMap; }
void* allocateConstraintBlock(PxU32 size);
void deallocateConstraintBlock(void* addr, PxU32 size);
void stepSetupCollide(PxBaseTask* continuation);//This is very important to guarantee thread safety in the collide
PX_FORCE_INLINE void addToPosePreviewList(BodySim& b) { PX_ASSERT(!mPosePreviewBodies.contains(&b)); mPosePreviewBodies.insert(&b); }
PX_FORCE_INLINE void removeFromPosePreviewList(BodySim& b) { PX_ASSERT(mPosePreviewBodies.contains(&b)); mPosePreviewBodies.erase(&b); }
#if PX_DEBUG
PX_FORCE_INLINE bool isInPosePreviewList(BodySim& b) const { return mPosePreviewBodies.contains(&b); }
#endif
PX_FORCE_INLINE void setSpeculativeCCDRigidBody(PxU32 index) { mSpeculativeCCDRigidBodyBitMap.growAndSet(index); }
PX_FORCE_INLINE void resetSpeculativeCCDRigidBody(PxU32 index) { if(index < mSpeculativeCCDRigidBodyBitMap.size()) mSpeculativeCCDRigidBodyBitMap.reset(index); }
PX_FORCE_INLINE void setSpeculativeCCDArticulationLink(PxU32 index) { mSpeculativeCDDArticulationBitMap.growAndSet(index); }
PX_FORCE_INLINE void resetSpeculativeCCDArticulationLink(PxU32 index) { if(index < mSpeculativeCDDArticulationBitMap.size()) mSpeculativeCDDArticulationBitMap.reset(index); }
PX_FORCE_INLINE PxU64 getContextId() const { return mContextId; }
PX_FORCE_INLINE bool isUsingGpuDynamicsOrBp() const { return mUseGpuBp || mUseGpuDynamics; }
PX_FORCE_INLINE bool isUsingGpuDynamicsAndBp() const { return mUseGpuBp && mUseGpuDynamics; }
PX_FORCE_INLINE bool isUsingGpuDynamics() const { return mUseGpuDynamics; }
PX_FORCE_INLINE bool isUsingGpuBp() const { return mUseGpuBp; }
PX_FORCE_INLINE void setDirectGPUAPIInitialized() { mIsDirectGPUAPIInitialized = true; }
PX_FORCE_INLINE bool isDirectGPUAPIInitialized() const { return mIsDirectGPUAPIInitialized; }
// statistics counters increase/decrease
PX_FORCE_INLINE void increaseNumKinematicsCounter() { mNbRigidKinematic++; }
PX_FORCE_INLINE void decreaseNumKinematicsCounter() { mNbRigidKinematic--; }
PX_FORCE_INLINE void increaseNumDynamicsCounter() { mNbRigidDynamics++; }
PX_FORCE_INLINE void decreaseNumDynamicsCounter() { mNbRigidDynamics--; }
ConstraintCore* findConstraintCore(const ActorSim* sim0, const ActorSim* sim1);
//internal private methods:
private:
void activateEdgesInternal(IG::Edge::EdgeType type);
void releaseConstraints(bool endOfScene);
PX_INLINE void clearBrokenConstraintBuffer() { mBrokenConstraints.clear(); }
/////////////////////////////////////////////////////////////
void collideStep(PxBaseTask* continuation);
void advanceStep(PxBaseTask* continuation);
// subroutines of collideStep/solveStep:
void kinematicsSetup(PxBaseTask* continuation);
void stepSetupSolve(PxBaseTask* continuation);
void processNarrowPhaseTouchEvents(PxBaseTask* continuation);
void setEdgesConnected(PxBaseTask* continuation);
void processNarrowPhaseLostTouchEvents(PxBaseTask* continuation);
void processNarrowPhaseLostTouchEventsIslands(PxBaseTask* continuation);
void processLostTouchPairs();
void integrateKinematicPose();
void updateKinematicCached(PxBaseTask* continuation);
void beforeSolver(PxBaseTask* continuation);
void checkForceThresholdContactEvents(PxU32 ccdPass);
private:
void putObjectsToSleep();
void wakeObjectsUp();
void collectPostSolverVelocitiesBeforeCCD();
void clearSleepWakeBodies();
PX_INLINE void cleanUpSleepBodies();
PX_INLINE void cleanUpWokenBodies();
PX_INLINE void cleanUpSleepOrWokenBodies(PxCoalescedHashSet<BodyCore*>& bodyList, PxU32 removeFlag, bool& validMarker);
private:
// Material manager
PX_ALIGN(16, PxsMaterialManager mMaterialManager);
BroadphaseManager mBroadphaseManager;
PxU64 mContextId;
PxArray<BodyCore*> mActiveBodies; // Sorted: kinematic before dynamic
PxU32 mActiveKinematicBodyCount; // Number of active kinematics. This is also the index in mActiveBodies where the active dynamic bodies start.
PxU32 mActiveDynamicBodyCount; // Number of active dynamics. This is also the index in mActiveBodies where the active soft bodies start.
PxArray<BodyCore*> mActiveCompoundBodies;
BodyCore** mActiveKinematicsCopy;
PxU32 mActiveKinematicsCopyCapacity;
// PT: this array used for:
// - debug visualization
// - processing trigger interactions
// - updating dirty interactions
PxArray<ElementSimInteraction*> mInteractions[InteractionType::eTRACKED_IN_SCENE_COUNT];
PxU32 mActiveInteractionCount[InteractionType::eTRACKED_IN_SCENE_COUNT]; // Interactions with id < activeInteractionCount are active
template <typename T, PxU32 size>
struct Block
{
PxU8 mem[sizeof(T)*size];
Block() {} // get around VS warning C4345, otherwise useless
};
typedef Block<void*, 8> PointerBlock8;
typedef Block<void*, 16> PointerBlock16;
typedef Block<void*, 32> PointerBlock32;
PxPool<PointerBlock8> mPointerBlock8Pool;
PxPool<PointerBlock16> mPointerBlock16Pool;
PxPool<PointerBlock32> mPointerBlock32Pool;
PxsContext* mLLContext;
Bp::AABBManagerBase* mAABBManager;
PxsCCDContext* mCCDContext;
PxI32 mNumFastMovingShapes;
PxU32 mCCDPass;
IG::SimpleIslandManager* mSimpleIslandManager;
Dy::Context* mDynamicsContext;
PxsMemoryManager* mMemoryManager;
#if PX_SUPPORT_GPU_PHYSX
PxsKernelWranglerManager* mGpuWranglerManagers;
PxsHeapMemoryAllocatorManager* mHeapMemoryAllocationManager;
#endif
PxsSimulationController* mSimulationController;
PxsSimulationControllerCallback* mSimulationControllerCallback;
PxSceneLimits mLimits;
PxVec3 mGravity; //!< Gravity vector
PxArray<PxContactPairHeader>
mQueuedContactPairHeaders;
//time:
//constants set with setTiming():
PxReal mDt; //delta time for current step.
PxReal mOneOverDt; //inverse of dt.
//stepping / counters:
PxU32 mTimeStamp; //Counts number of steps.
PxU32 mReportShapePairTimeStamp; //Timestamp for refreshing the shape pair report structure. Updated before delayed shape/actor deletion and before CCD passes.
//containers:
// Those ones contain shape ptrs from Actor, i.e. compound level, not subparts
PxCoalescedHashSet<ConstraintCore*> mConstraints;
Bp::BoundsArray* mBoundsArray;
PxFloatArrayPinned* mContactDistance;
bool mHasContactDistanceChanged;
SqBoundsManager* mSqBoundsManager;
PxArray<BodySim*> mCcdBodies;
PxArray<PxTriggerPair> mTriggerBufferAPI;
PxArray<TriggerPairExtraData>* mTriggerBufferExtraData;
PxCoalescedHashSet<ArticulationCore*> mArticulations;
PxCoalescedHashSet<ArticulationSim*> mDirtyArticulationSims;
PxArray<ConstraintCore*> mBrokenConstraints;
PxCoalescedHashSet<ConstraintSim*> mActiveBreakableConstraints;
// pools for joint buffers
// The pools below currently cover all the internal cases
typedef Block<PxU8, 128> MemBlock128;
typedef Block<PxU8, 256> MemBlock256;
typedef Block<PxU8, 384> MemBlock384;
typedef Block<PxU8, 512> MemBlock512;
PxPool2<MemBlock128, 8192> mMemBlock128Pool;
PxPool2<MemBlock256, 8192> mMemBlock256Pool;
PxPool2<MemBlock384, 8192> mMemBlock384Pool;
PxPool2<MemBlock512, 8192> mMemBlock512Pool;
// broad phase data:
NPhaseCore* mNPhaseCore;
// Collision filtering
void* mFilterShaderData;
PxU32 mFilterShaderDataSize;
PxU32 mFilterShaderDataCapacity;
PxSimulationFilterShader mFilterShader;
PxSimulationFilterCallback* mFilterCallback;
const PxPairFilteringMode::Enum mKineKineFilteringMode;
const PxPairFilteringMode::Enum mStaticKineFilteringMode;
PxCoalescedHashSet<BodyCore*> mSleepBodies;
PxCoalescedHashSet<BodyCore*> mWokeBodies;
bool mWokeBodyListValid;
bool mSleepBodyListValid;
const bool mEnableStabilization;
PxArray<PxActor*> mActiveActors;
PxArray<PxActor*> mFrozenActors;
PxArray<const PxRigidBody*> mClientPosePreviewBodies; // buffer for bodies that requested early report of the integrated pose (eENABLE_POSE_INTEGRATION_PREVIEW).
// This buffer gets exposed to users. Is officially accessible from PxSimulationEventCallback::onAdvance()
// until the next simulate()/advance().
PxArray<PxTransform> mClientPosePreviewBuffer; // buffer of newly integrated poses for the bodies that requested a preview. This buffer gets exposed
// to users.
PxSimulationEventCallback* mSimulationEventCallback;
SimStats* mStats;
PxU32 mInternalFlags; // PT: combination of ::SceneInternalFlag, looks like only 2 bits are needed
PxSceneFlags mPublicFlags; // Copy of PxSceneDesc::flags, of type PxSceneFlag
// PT: TODO: unify names, "tracker" or "pool"?
ObjectIDTracker* mConstraintIDTracker; // PT: provides Sc::ContraintSim::mLowLevelConstraint::index
ObjectIDTracker* mActorIDTracker; // PT: provides Sc::ActorSim::mId
ObjectIDTracker* mElementIDPool; // PT: provides Sc::ElementSim::mElementID
StaticCore mAnchorCore;
StaticSim* mStaticAnchor;
Cm::PreallocatingPool<ShapeSim>* mShapeSimPool;
Cm::PreallocatingPool<StaticSim>* mStaticSimPool;
Cm::PreallocatingPool<BodySim>* mBodySimPool;
PxPool2<ConstraintSim, 4096> mConstraintSimPool;
PxPool2<ArticulationJointSim, 4096> mArticulationJointSimPool;
LLArticulationRCPool* mLLArticulationRCPool;
PxHashMap<PxPair<const ActorSim*, const ActorSim*>, ConstraintCore*> mConstraintMap;
PxPool2<ConstraintInteraction, 4096> mConstraintInteractionPool;
PxPool<SimStateData>* mSimStateDataPool;
BatchRemoveState* mBatchRemoveState;
PxArray<SimpleBodyPair> mLostTouchPairs;
PxBitMap mLostTouchPairsDeletedBodyIDs; // Need to know which bodies have been deleted when processing the lost touch pair list.
// Can't use the existing rigid object ID tracker class since this map needs to be cleared at
// another point in time.
PxBitMap mVelocityModifyMap;
PxArray<PxvContactManagerTouchEvent> mTouchFoundEvents;
PxArray<PxvContactManagerTouchEvent> mTouchLostEvents;
PxBitMap mDirtyShapeSimMap;
PxU32 mDominanceBitMatrix[PX_MAX_DOMINANCE_GROUP];
bool mVisualizationParameterChanged;
PxU32 mMaxNbArticulationLinks;
// statics:
PxU32 mNbRigidStatics;
PxU32 mNbRigidDynamics;
PxU32 mNbRigidKinematic;
PxU32 mNbGeometries[PxGeometryType::eGEOMETRY_COUNT];
//IG::Node::eTYPE_COUNT
PxU32 mNumDeactivatingNodes[IG::Node::eTYPE_COUNT];
// task decomposition
void setupBroadPhaseFirstAndSecondPassTasks(PxBaseTask* continuation);
void broadPhase(PxBaseTask* continuation);
void broadPhaseFirstPass(PxBaseTask* continuation);
void broadPhaseSecondPass(PxBaseTask* continuation);
void updateBroadPhase(PxBaseTask* continuation);
void preIntegrate(PxBaseTask* continuation);
void postBroadPhase(PxBaseTask* continuation);
void postBroadPhaseContinuation(PxBaseTask* continuation);
void preRigidBodyNarrowPhase(PxBaseTask* continuation);
void postBroadPhaseStage2(PxBaseTask* continuation);
void postBroadPhaseStage3(PxBaseTask* continuation);
void updateBoundsAndShapes(PxBaseTask* continuation);
void rigidBodyNarrowPhase(PxBaseTask* continuation);
void unblockNarrowPhase(PxBaseTask* continuation);
void islandGen(PxBaseTask* continuation);
void postIslandGen(PxBaseTask* continuation);
void solver(PxBaseTask* continuation);
void updateBodies(PxBaseTask* continuation);
void updateShapes(PxBaseTask* continuation);
void updateSimulationController(PxBaseTask* continuation);
void updateDynamics(PxBaseTask* continuation);
void updateDynamicsPostPartitioning(PxBaseTask* continuation);
void processLostContacts(PxBaseTask*);
void processLostContacts2(PxBaseTask*);
void processLostContacts3(PxBaseTask*);
void destroyManagers(PxBaseTask*);
void lostTouchReports(PxBaseTask*);
void unregisterInteractions(PxBaseTask*);
void postThirdPassIslandGen(PxBaseTask*);
void postSolver(PxBaseTask* continuation);
void afterIntegration(PxBaseTask* continuation); // performs sleep check, for instance
void postCCDPass(PxBaseTask* continuation);
void ccdBroadPhaseAABB(PxBaseTask* continuation);
void ccdBroadPhase(PxBaseTask* continuation);
void updateCCDMultiPass(PxBaseTask* continuation);
void updateCCDSinglePass(PxBaseTask* continuation);
void updateCCDSinglePassStage2(PxBaseTask* continuation);
void updateCCDSinglePassStage3(PxBaseTask* continuation);
void finalizationPhase(PxBaseTask* continuation);
void postNarrowPhase(PxBaseTask* continuation);
void addShapes(NpShape*const* shapes, PxU32 nbShapes, size_t ptrOffset, RigidSim& sim, PxBounds3* outBounds);
void removeShapes(RigidSim& , PxInlineArray<ShapeSim*, 64>& , PxInlineArray<const ShapeCore*, 64>&, bool wakeOnLostTouch);
private:
void addShapes(NpShape*const* shapes, PxU32 nbShapes, size_t ptrOffset, RigidSim& sim, ShapeSim*& prefetchedShapeSim, PxBounds3* outBounds);
void updateContactDistances(PxBaseTask* continuation);
void updateDirtyShapes(PxBaseTask* continuation);
Cm::DelegateTask<Scene, &Scene::secondPassNarrowPhase> mSecondPassNarrowPhase;
Cm::DelegateTask<Scene, &Scene::postNarrowPhase> mPostNarrowPhase;
Cm::DelegateTask<Scene, &Scene::finalizationPhase> mFinalizationPhase;
Cm::DelegateTask<Scene, &Scene::updateCCDMultiPass> mUpdateCCDMultiPass;
//multi-pass ccd stuff
PxArray<Cm::DelegateTask<Scene, &Scene::updateCCDSinglePass> > mUpdateCCDSinglePass;
PxArray<Cm::DelegateTask<Scene, &Scene::updateCCDSinglePassStage2> > mUpdateCCDSinglePass2;
PxArray<Cm::DelegateTask<Scene, &Scene::updateCCDSinglePassStage3> > mUpdateCCDSinglePass3;
PxArray<Cm::DelegateTask<Scene, &Scene::ccdBroadPhaseAABB> > mCCDBroadPhaseAABB;
PxArray<Cm::DelegateTask<Scene, &Scene::ccdBroadPhase> > mCCDBroadPhase;
PxArray<Cm::DelegateTask<Scene, &Scene::postCCDPass> > mPostCCDPass;
Cm::DelegateTask<Scene, &Scene::afterIntegration> mAfterIntegration;
Cm::DelegateTask<Scene, &Scene::postSolver> mPostSolver;
Cm::DelegateTask<Scene, &Scene::solver> mSolver;
Cm::DelegateTask<Scene, &Scene::updateBodies> mUpdateBodies;
Cm::DelegateTask<Scene, &Scene::updateShapes> mUpdateShapes;
Cm::DelegateTask<Scene, &Scene::updateSimulationController> mUpdateSimulationController;
Cm::DelegateTask<Scene, &Scene::updateDynamics> mUpdateDynamics;
Cm::DelegateTask<Scene, &Scene::updateDynamicsPostPartitioning> mUpdateDynamicsPostPartitioning;
Cm::DelegateTask<Scene, &Scene::processLostContacts> mProcessLostContactsTask;
Cm::DelegateTask<Scene, &Scene::processLostContacts2> mProcessLostContactsTask2;
Cm::DelegateTask<Scene, &Scene::processLostContacts3> mProcessLostContactsTask3;
Cm::DelegateTask<Scene, &Scene::destroyManagers> mDestroyManagersTask;
Cm::DelegateTask<Scene, &Scene::lostTouchReports> mLostTouchReportsTask;
Cm::DelegateTask<Scene, &Scene::unregisterInteractions> mUnregisterInteractionsTask;
Cm::DelegateTask<Scene,
&Scene::processNarrowPhaseLostTouchEventsIslands> mProcessNarrowPhaseLostTouchTasks;
Cm::DelegateTask<Scene,
&Scene::processNarrowPhaseLostTouchEvents> mProcessNPLostTouchEvents;
Cm::DelegateTask<Scene, &Scene::postThirdPassIslandGen> mPostThirdPassIslandGenTask;
#if !USE_SPLIT_SECOND_PASS_ISLAND_GEN
Cm::DelegateTask<Scene, &Scene::postIslandGen> mPostIslandGen;
#endif
Cm::DelegateTask<Scene, &Scene::islandGen> mIslandGen;
Cm::DelegateTask<Scene, &Scene::preRigidBodyNarrowPhase> mPreRigidBodyNarrowPhase;
Cm::DelegateTask<Scene, &Scene::setEdgesConnected> mSetEdgesConnectedTask;
Cm::DelegateFanoutTask<Scene, &Scene::updateBoundsAndShapes> mUpdateBoundAndShapeTask;
Cm::DelegateTask<Scene, &Scene::rigidBodyNarrowPhase> mRigidBodyNarrowPhase;
Cm::DelegateTask<Scene, &Scene::unblockNarrowPhase> mRigidBodyNPhaseUnlock;
Cm::DelegateTask<Scene, &Scene::postBroadPhase> mPostBroadPhase;
Cm::DelegateTask<Scene, &Scene::postBroadPhaseContinuation> mPostBroadPhaseCont;
Cm::DelegateTask<Scene, &Scene::postBroadPhaseStage2> mPostBroadPhase2;
Cm::DelegateFanoutTask<Scene, &Scene::postBroadPhaseStage3> mPostBroadPhase3;
Cm::DelegateTask<Scene, &Scene::preallocateContactManagers> mPreallocateContactManagers;
Cm::DelegateTask<Scene, &Scene::islandInsertion> mIslandInsertion;
Cm::DelegateTask<Scene, &Scene::registerContactManagers> mRegisterContactManagers;
Cm::DelegateTask<Scene, &Scene::registerInteractions> mRegisterInteractions;
Cm::DelegateTask<Scene, &Scene::registerSceneInteractions> mRegisterSceneInteractions;
Cm::DelegateTask<Scene, &Scene::broadPhase> mBroadPhase;
Cm::DelegateTask<Scene, &Scene::advanceStep> mAdvanceStep;
Cm::DelegateTask<Scene, &Scene::collideStep> mCollideStep;
Cm::DelegateTask<Scene, &Scene::broadPhaseFirstPass> mBpFirstPass;
Cm::DelegateTask<Scene, &Scene::broadPhaseSecondPass> mBpSecondPass;
Cm::DelegateTask<Scene, &Scene::updateBroadPhase> mBpUpdate;
Cm::DelegateTask<Scene, &Scene::preIntegrate> mPreIntegrate;
Cm::FlushPool mTaskPool;
PxTaskManager* mTaskManager;
PxCudaContextManager* mCudaContextManager;
bool mContactReportsNeedPostSolverVelocity;
bool mUseGpuDynamics;
bool mUseGpuBp;
bool mCCDBp;
SimulationStage::Enum mSimulationStage;
PxCoalescedHashSet<const BodySim*> mPosePreviewBodies; // list of bodies that requested early report of the integrated pose (eENABLE_POSE_INTEGRATION_PREVIEW).
PxArray<PxsContactManager*> mPreallocatedContactManagers;
PxArray<ShapeInteraction*> mPreallocatedShapeInteractions;
PxArray<ElementInteractionMarker*> mPreallocatedInteractionMarkers;
// PT: class members that should ideally just be local parameters passed from task to task
OverlapFilterTask* mOverlapFilterTaskHead; // PT: tmp data passed from finishBroadPhase to preallocateContactManagers
PxArray<FilterInfo> mFilterInfo; // PT: tmp data passed from finishBroadPhase to preallocateContactManagers
OnOverlapCreatedTask* mOverlapCreatedTaskHead;
IslandInsertionTask* mIslandInsertionTaskHead;
PxArray<IG::EdgeIndex> mPreallocatedHandles;
DelayedGPUTypes mGPUTypes; // PT: GPU types found in last part of Sc::Scene::islandInsertion(), delayed for later processing
//~class members that should ideally just be local parameters passed from task to task
PxBitMap mSpeculativeCCDRigidBodyBitMap;
PxBitMap mSpeculativeCDDArticulationBitMap;
bool mIsCollisionPhaseActive;
// Set to true as long as collision phase is active (used as an indicator that it is OK to read object pose,
// velocity etc. compared to the solver phase where these properties might get written to).
bool mIsDirectGPUAPIInitialized;
public:
// For OmniPVD. To notify NpScene that actor's sleeping state has changed.
typedef void(*SleepingStateChangedCallback)(PxRigidDynamic&, bool);
PxSceneResidual mResidual;
SleepingStateChangedCallback mOnSleepingStateChanged;
// PT: moved all the GPU-related code & data here in an attempt to clearly separate the CPU/GPU bits
#if PX_SUPPORT_GPU_PHYSX
public:
void gpu_addToActiveList(ActorSim& actorSim, ActorCore* appendedActorCore);
void gpu_removeFromActiveList(ActorSim& actorSim, PxU32 removedActiveIndex);
void gpu_clearSleepWakeBodies();
void gpu_buildActiveActors();
void gpu_buildActiveAndFrozenActors();
void gpu_setSimulationEventCallback(PxSimulationEventCallback* callback);
PxU32 gpu_cleanUpSleepAndWokenBodies();
void gpu_fireOnSleepCallback(PxActor** actors);
void gpu_fireOnWakeCallback(PxActor** actors);
void gpu_updateBounds();
void gpu_releasePools();
void gpu_release();
void addDeformableSurface(DeformableSurfaceCore&);
void removeDeformableSurface(DeformableSurfaceCore&);
void addDeformableVolume(DeformableVolumeCore&);
void removeDeformableVolume(DeformableVolumeCore&);
void addParticleSystem(ParticleSystemCore&);
void removeParticleSystem(ParticleSystemCore&);
PX_FORCE_INLINE PxU32 getNbDeformableSurfaces() const { return mDeformableSurfaces.size(); }
PX_FORCE_INLINE DeformableSurfaceCore* const* getDeformableSurfaces() { return mDeformableSurfaces.getEntries(); }
PX_FORCE_INLINE PxU32 getNbDeformableVolumes() const { return mDeformableVolumes.size(); }
PX_FORCE_INLINE DeformableVolumeCore* const* getDeformableVolumes() { return mDeformableVolumes.getEntries(); }
PX_FORCE_INLINE PxU32 getNbParticleSystems() const { return mParticleSystems.size(); }
PX_FORCE_INLINE ParticleSystemCore* const* getParticleSystems() { return mParticleSystems.getEntries(); }
// PT: redundant?
// Get the active deformable surface actors
PX_FORCE_INLINE DeformableSurfaceCore*const* getActiveDeformableSurfacesArray() const { return mActiveDeformableSurfaces.begin(); }
PX_FORCE_INLINE PxU32 getNumActiveDeformableSurfaces() const { return mActiveDeformableSurfaces.size(); }
// PT: redundant?
// Get the active deformable surface actors
PX_FORCE_INLINE DeformableVolumeCore*const* getActiveDeformableVolumesArray() const { return mActiveDeformableVolumes.begin(); }
PX_FORCE_INLINE PxU32 getNumActiveDeformableVolumes() const { return mActiveDeformableVolumes.size(); }
PX_FORCE_INLINE const PxsDeformableSurfaceMaterialManager& getDeformableSurfaceMaterialManager() const { return mDeformableSurfaceMaterialManager; }
PX_FORCE_INLINE PxsDeformableSurfaceMaterialManager& getDeformableSurfaceMaterialManager() { return mDeformableSurfaceMaterialManager; }
PX_FORCE_INLINE const PxsDeformableVolumeMaterialManager& getDeformableVolumeMaterialManager() const { return mDeformableVolumeMaterialManager; }
PX_FORCE_INLINE PxsDeformableVolumeMaterialManager& getDeformableVolumeMaterialManager() { return mDeformableVolumeMaterialManager; }
PX_FORCE_INLINE const PxsPBDMaterialManager& getPBDMaterialManager() const { return mPBDMaterialManager; }
PX_FORCE_INLINE PxsPBDMaterialManager& getPBDMaterialManager() { return mPBDMaterialManager; }
Dy::DeformableSurface* createLLDeformableSurface(DeformableSurfaceSim* sim);
void destroyLLDeformableSurface(Dy::DeformableSurface& femCloth);
Dy::DeformableVolume* createLLDeformableVolume(DeformableVolumeSim* sim);
void destroyLLDeformableVolume(Dy::DeformableVolume& deformableVolume);
Dy::ParticleSystem* createLLParticleSystem(ParticleSystemSim* sim);
void destroyLLParticleSystem(Dy::ParticleSystem& softBody);
void cleanUpSleepDeformableVolumes();
void cleanUpWokenDeformableVolumes();
void cleanUpSleepOrWokenDeformableVolumes(PxCoalescedHashSet<DeformableVolumeCore*>& bodyList, PxU32 removeFlag, bool& validMarker);
void addDeformableSurfaceSimControl(DeformableSurfaceCore& core);
void removeDeformableSurfaceSimControl(DeformableSurfaceCore& core);
void addDeformableVolumeSimControl(DeformableVolumeCore& core);
void removeDeformableVolumeSimControl(DeformableVolumeCore& core);
void addParticleSystemSimControl(ParticleSystemCore& core);
void removeParticleSystemSimControl(ParticleSystemCore& core);
void addParticleFilter(Sc::ParticleSystemCore* core, DeformableVolumeSim& sim, PxU32 particleId, PxU32 userBufferId, PxU32 tetId);
void removeParticleFilter(Sc::ParticleSystemCore* core, DeformableVolumeSim& sim, PxU32 particleId, PxU32 userBufferId, PxU32 tetId);
PxU32 addParticleAttachment(Sc::ParticleSystemCore* core, DeformableVolumeSim& sim, PxU32 particleId, PxU32 userBufferId, PxU32 tetId, const PxVec4& barycentric);
void removeParticleAttachment(Sc::ParticleSystemCore* core, DeformableVolumeSim& sim, PxU32 handle);
void addRigidFilter(BodyCore* core, DeformableVolumeSim& sim, PxU32 vertId);
void removeRigidFilter(BodyCore* core, DeformableVolumeSim& sim, PxU32 vertId);
PxU32 addRigidAttachment(BodyCore* core, DeformableVolumeSim& sim, PxU32 vertId, const PxVec3& actorSpacePose, PxConeLimitedConstraint* constraint, bool doConversion);
void removeRigidAttachment(BodyCore* core, DeformableVolumeSim& sim, PxU32 handle);
void addTetRigidFilter(BodyCore* core, DeformableVolumeSim& sim, PxU32 tetIdx);
void removeTetRigidFilter(BodyCore* core, DeformableVolumeSim& sim, PxU32 tetIdx);
PxU32 addTetRigidAttachment(BodyCore* core, DeformableVolumeSim& sim, PxU32 tetIdx, const PxVec4& barycentric, const PxVec3& actorSpacePose, PxConeLimitedConstraint* constraint, bool doConversion);
void addSoftBodyFilter(DeformableVolumeCore& core, PxU32 tetIdx0, DeformableVolumeSim& sim, PxU32 tetIdx1);
void removeSoftBodyFilter(DeformableVolumeCore& core, PxU32 tetIdx0, DeformableVolumeSim& sim, PxU32 tetIdx1);
void addSoftBodyFilters(DeformableVolumeCore& core, DeformableVolumeSim& sim, PxU32* tetIndices0, PxU32* tetIndices1, PxU32 tetIndicesSize);
void removeSoftBodyFilters(DeformableVolumeCore& core, DeformableVolumeSim& sim, PxU32* tetIndices0, PxU32* tetIndices1, PxU32 tetIndicesSize);
PxU32 addSoftBodyAttachment(DeformableVolumeCore& core, PxU32 tetIdx0, const PxVec4& triBarycentric0, DeformableVolumeSim& sim, PxU32 tetIdx1, const PxVec4& tetBarycentric1, PxConeLimitedConstraint* constraint, PxReal constraintOffset, bool doConversion);
void removeSoftBodyAttachment(DeformableVolumeCore& core, DeformableVolumeSim& sim, PxU32 handle);
void addClothFilter(DeformableSurfaceCore& core, PxU32 triIdx, Sc::DeformableVolumeSim& sim, PxU32 tetIdx);
void removeClothFilter(DeformableSurfaceCore& core, PxU32 triIdx, Sc::DeformableVolumeSim& sim, PxU32 tetIdx);
PxU32 addClothAttachment(DeformableSurfaceCore& core, PxU32 triIdx, const PxVec4& triBarycentric, DeformableVolumeSim& sim, PxU32 tetIdx, const PxVec4& tetBarycentric, PxConeLimitedConstraint* constraint, PxReal constraintOffset, bool doConversion);
void removeClothAttachment(DeformableSurfaceCore& core, DeformableVolumeSim& sim, PxU32 handle);
PxU32 addRigidAttachment(BodyCore* core, DeformableSurfaceSim& sim, PxU32 vertId, const PxVec3& actorSpacePose, PxConeLimitedConstraint* constraint);
void removeRigidAttachment(BodyCore* core, DeformableSurfaceSim& sim, PxU32 handle);
void addClothFilter(DeformableSurfaceCore& core0, PxU32 triIdx0, Sc::DeformableSurfaceSim& sim1, PxU32 triIdx1);
void removeClothFilter(DeformableSurfaceCore& core, PxU32 triIdx0, DeformableSurfaceSim& sim1, PxU32 triIdx1);
PxU32 addTriClothAttachment(DeformableSurfaceCore& core0, PxU32 triIdx0, const PxVec4& barycentric0, Sc::DeformableSurfaceSim& sim1, PxU32 triIdx1, const PxVec4& barycentric1);
void removeTriClothAttachment(DeformableSurfaceCore& core, DeformableSurfaceSim& sim1, PxU32 handle);
void addTriRigidFilter(BodyCore* core, DeformableSurfaceSim& sim, PxU32 triIdx);
void removeTriRigidFilter(BodyCore* core, DeformableSurfaceSim& sim, PxU32 triIdx);
PxU32 addTriRigidAttachment(BodyCore* core, DeformableSurfaceSim& sim, PxU32 triIdx, const PxVec4& barycentric, const PxVec3& actorSpacePose, PxConeLimitedConstraint* constraint);
void removeTriRigidAttachment(BodyCore* core, DeformableSurfaceSim& sim, PxU32 handle);
void addRigidAttachment(BodyCore* core, ParticleSystemSim& sim);
void removeRigidAttachment(BodyCore* core, ParticleSystemSim& sim);
PxActor** getActiveDeformableVolumeActors(PxU32& nbActorsOut);
void setActiveDeformableVolumeActors(PxActor** actors, PxU32 nbActors);
//PxActor** getActiveDeformableSurfaceActors(PxU32& nbActorsOut);
//void setActiveDeformableSurfaceActors(PxActor** actors, PxU32 nbActors);
#if !USE_SPLIT_SECOND_PASS_ISLAND_GEN
PxU64 mPadding;
#endif
PxU64 mPadding2;
PX_ALIGN(16, PxsDeformableSurfaceMaterialManager mDeformableSurfaceMaterialManager);
PX_ALIGN(16, PxsDeformableVolumeMaterialManager mDeformableVolumeMaterialManager);
PX_ALIGN(16, PxsPBDMaterialManager mPBDMaterialManager);
PxArray<DeformableSurfaceCore*> mActiveDeformableSurfaces;
PxArray<DeformableVolumeCore*> mActiveDeformableVolumes;
PxArray<ParticleSystemCore*> mActiveParticleSystems;
PxCoalescedHashSet<DeformableSurfaceCore*> mDeformableSurfaces;
PxCoalescedHashSet<DeformableVolumeCore*> mDeformableVolumes;
PxCoalescedHashSet<ParticleSystemCore*> mParticleSystems;
PxCoalescedHashSet<DeformableVolumeCore*> mSleepDeformableVolumes;
PxCoalescedHashSet<DeformableVolumeCore*> mWokeDeformableVolumes;
PxArray<PxActor*> mActiveDeformableSurfaceActors;
PxArray<PxActor*> mActiveDeformableVolumeActors;
LLDeformableSurfacePool* mLLDeformableSurfacePool;
LLDeformableVolumePool* mLLDeformableVolumePool;
LLParticleSystemPool* mLLParticleSystemPool;
PxHashMap<PxPair<PxU32, PxU32>, ParticleOrSoftBodyRigidInteraction> mParticleOrSoftBodyRigidInteractionMap;
bool mWokeDeformableVolumeListValid;
bool mSleepDeformableVolumeListValid;
#endif
};
bool activateInteraction(Interaction* interaction);
void activateInteractions(Sc::ActorSim& actorSim);
void deactivateInteractions(Sc::ActorSim& actorSim);
} // namespace Sc
}
#endif