// 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 PXG_CONSTRAINT_ID_MAP_H #define PXG_CONSTRAINT_ID_MAP_H #include "foundation/PxSimpleTypes.h" #include "foundation/PxAssert.h" #if PX_CUDA_COMPILER #include "assert.h" #endif namespace physx { // maps the constraint/joint ID to the internal joint data ID. This is used for direct GPU API // operations to use the same constraint/joint ID on the public interface level as long as the // constraint/joint stays in the same scene. In particular, changing actors of a constraint/joint // should be transparent to users and can be achieved using this map. class PxgConstraintIdMapEntry { public: static const PxU32 eINVALID_ID = 0xffffFFFF; PX_CUDA_CALLABLE PX_FORCE_INLINE PxgConstraintIdMapEntry() : mJointDataId(eINVALID_ID) { } PX_CUDA_CALLABLE PX_FORCE_INLINE void invalidate() { mJointDataId = eINVALID_ID; } PX_CUDA_CALLABLE PX_FORCE_INLINE void setJointDataId(PxU32 jointDataId) { #if PX_CUDA_COMPILER assert(jointDataId < eINVALID_ID); // until PX_ASSERT works on GPU (see PX-4133) #else PX_ASSERT(jointDataId < eINVALID_ID); #endif mJointDataId = jointDataId; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getJointDataId() const { return mJointDataId; } PX_CUDA_CALLABLE PX_FORCE_INLINE bool isJointDataIdValid() const { return (mJointDataId != eINVALID_ID); } private: // maps the constraint/joint ID to the internal GPU joint data ID. eINVALID_ID is used if the // joint/constraint is unmapped/removed or inactive. PxU32 mJointDataId; }; } #endif // PXG_CONSTRAINT_ID_MAP_H