// 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 DY_DYNAMICS_BASE_H #define DY_DYNAMICS_BASE_H #include "DyContext.h" #include "DyThreadContext.h" #include "PxvNphaseImplementationContext.h" #include "PxsIslandManagerTypes.h" #include "solver/PxSolverDefs.h" namespace physx { namespace Cm { class FlushPool; } namespace IG { class SimpleIslandManager; } namespace Dy { // PT: base class containing code and data shared between PGS and TGS. Ideally this would just be named "DynamicsContext" and the PGS // context would have been renamed "DynamicsPGSContext" (to match DynamicsTGSContext) but let's limit the gratuitous changes for now. class DynamicsContextBase : public Context { PX_NOCOPY(DynamicsContextBase) public: DynamicsContextBase(PxcNpMemBlockPool* memBlockPool, Cm::FlushPool& taskPool, PxvSimStats& simStats, PxVirtualAllocatorCallback* allocatorCallback, PxsMaterialManager* materialManager, IG::SimpleIslandManager& islandManager, PxU64 contextID, PxReal maxBiasCoefficient, PxReal lengthScale, bool enableStabilization, bool useEnhancedDeterminism, bool isResidualReportingEnabled ); virtual ~DynamicsContextBase(); /** \brief Allocates and returns a thread context object. \return A thread context. */ PX_FORCE_INLINE ThreadContext* getThreadContext() { return mThreadContextPool.get(); } /** \brief Returns a thread context to the thread context pool. \param[in] context The thread context to return to the thread context pool. */ void putThreadContext(ThreadContext* context) { mThreadContextPool.put(context); } PX_FORCE_INLINE ThresholdStream& getThresholdStream() { return *mThresholdStream; } PX_FORCE_INLINE PxvSimStats& getSimStats() { return mSimStats; } PX_FORCE_INLINE Cm::FlushPool& getTaskPool() { return mTaskPool; } PX_FORCE_INLINE PxU32 getKinematicCount() const { return mKinematicCount; } PxcThreadCoherentCache mThreadContextPool; // A thread context pool PxsMaterialManager* mMaterialManager; Cm::FlushPool& mTaskPool; PxsContactManagerOutputIterator mOutputIterator; PxArray mContactConstraintBatchHeaders; // An array of contact constraint batch headers PxArray mMotionVelocityArray; // Array of motion velocities for all bodies in the scene. PxArray mBodyCoreArray; // Array of body core pointers for all bodies in the scene. PxArray mRigidBodyArray; // Array of rigid body pointers for all bodies in the scene. PxArray mArticulationArray; // Array of articulation pointers for all articulations in the scene. ThresholdStream* mExceededForceThresholdStream[2]; // this store previous and current exceeded force thresholdStream PxArray mExceededForceThresholdStreamMask; PxArray mSolverBodyRemapTable; // Remaps from the "active island" index to the index within a solver island PxArray mNodeIndexArray; // island node index PxArray mContactList; PxU32 mKinematicCount; // The total number of kinematic bodies in the scene PxI32 mThresholdStreamOut; // Atomic counter for the number of threshold stream elements. PxU32 mCurrentIndex; // this is the index point to the current exceeded force threshold stream protected: void resetThreadContexts(); PxU32 reserveSharedSolverConstraintsArrays(const IG::IslandSim& islandSim, PxU32 maxArticulationLinks); }; } } #endif