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XCEngine/engine/third_party/physx/source/geomutils/src/GuActorShapeMap.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 "GuActorShapeMap.h"
#include "foundation/PxMemory.h"
using namespace physx;
using namespace Gu;
namespace physx
{
namespace Gu
{
/*PX_FORCE_INLINE*/ uint32_t PxComputeHash(const ActorShapeMap::ActorShape& owner)
{
PX_ASSERT(!(size_t(owner.mActor)&3));
PX_ASSERT(!(size_t(owner.mShape)&3));
const uint32_t id0 = uint32_t(size_t(owner.mActor)>>2);
const uint32_t id1 = uint32_t(size_t(owner.mShape)>>2);
const uint64_t mix = (uint64_t(id0)<<32)|uint64_t(id1);
return ::PxComputeHash(mix);
}
}
}
ActorShapeMap::ActorShapeMap() : mCacheSize(0), mCache(NULL)
{
}
ActorShapeMap::~ActorShapeMap()
{
PX_FREE(mCache);
}
void ActorShapeMap::resizeCache(PxU32 index)
{
PxU32 size = mCacheSize ? mCacheSize*2 : 64;
const PxU32 minSize = index+1;
if(minSize>size)
size = minSize*2;
Cache* items = PX_ALLOCATE(Cache, size, "Cache");
if(mCache)
PxMemCopy(items, mCache, mCacheSize*sizeof(Cache));
PxMemZero(items+mCacheSize, (size-mCacheSize)*sizeof(Cache));
PX_FREE(mCache);
mCache = items;
mCacheSize = size;
}
bool ActorShapeMap::add(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData actorShapeData)
{
if(actorIndex!=PX_INVALID_INDEX)
{
if(actorIndex>=mCacheSize)
resizeCache(actorIndex);
//if(!mCache[actorIndex].mActor)
if(!mCache[actorIndex].mShape)
{
//mCache[actorIndex].mActor = actor;
mCache[actorIndex].mShape = shape;
mCache[actorIndex].mData = actorShapeData;
return true;
}
//PX_ASSERT(mCache[actorIndex].mActor==actor);
PX_ASSERT(mCache[actorIndex].mShape);
if(mCache[actorIndex].mShape==shape)
{
mCache[actorIndex].mData = actorShapeData;
return false;
}
}
return mDatabase.insert(ActorShape(actor, shape), actorShapeData);
}
bool ActorShapeMap::remove(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData* removed)
{
if(actorIndex!=PX_INVALID_INDEX)
{
//if(mCache[actorIndex].mActor==actor && mCache[actorIndex].mShape==shape)
if(mCache[actorIndex].mShape==shape)
{
//mCache[actorIndex].mActor = NULL;
mCache[actorIndex].mShape = NULL;
PX_ASSERT(!mDatabase.erase(ActorShape(actor, shape)));
if(removed)
*removed = mCache[actorIndex].mData;
return true;
}
}
PxHashMap<ActorShape, ActorShapeData>::Entry removedEntry;
const bool found = mDatabase.erase(ActorShape(actor, shape), removedEntry);
if(found && removed)
*removed = removedEntry.second;
return found;
}
ActorShapeData ActorShapeMap::find(PxU32 actorIndex, const void* actor, const void* shape) const
{
if(actorIndex!=PX_INVALID_INDEX)
{
if(mCache[actorIndex].mShape==shape)
//if(mCache[actorIndex].mActor==actor && mCache[actorIndex].mShape==shape)
{
return mCache[actorIndex].mData;
}
}
const PxHashMap<ActorShape, ActorShapeData>::Entry* e = mDatabase.find(ActorShape(actor, shape));
PX_ASSERT(e);
return e->second;
}