// 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_AGGREGATE_H #define PXG_AGGREGATE_H #include "foundation/PxPreprocessor.h" #include "foundation/PxSimpleTypes.h" #include "PxgCudaBuffer.h" #include "foundation/PxUserAllocated.h" namespace physx { class PxgHeapMemoryAllocatorManager; class PxgSapBox1D; // PT: TODO: // - fix/unify class member names (m prefix) // - figure out why we don't initialize all members in ctor // - check that all of these are still needed struct PxgAggregate { public: PxgAggregate() : updateBoundIndices(NULL) { initValues(); } PX_FORCE_INLINE void initValues() { prevComparisons = 0; prevSize = 0; mIndex = 0xFFFFFFFF; size = 0; filterHint = 0; mEnvID = PX_INVALID_U32; isNew = true; } PX_CUDA_CALLABLE PX_FORCE_INLINE bool isValid() { return (size > 0) && (mIndex != 0xFFFFFFFF); } // resetting back to constructor values. PX_FORCE_INLINE void reset() { PX_FREE(updateBoundIndices); initValues(); } PxU32* updateBoundIndices; // list of bound indices for this aggregate, used for CPU->GPU transfer. // pointers to device mem containing a list of shape bound indices belong to this aggregate, double-buffered. // Will contain the previous and current list, we flip these pointers each time the aggregate is processed and sorted. PxU32* boundIndices[2]; //A list of the shape projections. There are 2x sorted lists (the prev sorted list, and the current). We flip these pointers //each time the pair is processed and sorted... PxU32* sortedProjections[2]; PxU32* sortedHandles[2]; PxgSapBox1D* sapBox1D[2]; //Prev/curr sapBox... PxU32* startMasks[2]; //Prev/curr start masks. This is a bitmask so we require nbProjections/32 PxU32s. PxU32* comparisons[2]; PxU32 prevComparisons; PxU32 prevSize; //Can be different from size. Copied to every frame... PxU32 mIndex; //aggregate bound index PxU32 size; PxU32 filterHint; //PxAggregateFilterHint PxU32 mEnvID; // PT: environment ID bool isNew; }; struct PxgAggregatePair { public: PxU32 actorHandle0; PxU32 actorHandle1; bool isNew; bool isDead; PxU16 pad; }; class PxgAggregateBuffer : public PxUserAllocated { public: PxgAggregateBuffer(PxgHeapMemoryAllocatorManager* heapMemoryManager); PxgCudaBuffer updateBoundIndices; PxgCudaBufferN<2> boundIndices; PxgCudaBufferN<2> sortedProjections; PxgCudaBufferN<2> sortedHandles; PxgCudaBufferN<2> sapBox1D; PxgCudaBufferN<2> startMasks; PxgCudaBufferN<2> comparisons; }; } #endif