// 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 PXS_ISLAND_SIM_H #define PXS_ISLAND_SIM_H #include "foundation/PxAssert.h" #include "foundation/PxBitMap.h" #include "foundation/PxArray.h" #include "CmPriorityQueue.h" #include "CmBlockArray.h" #include "PxNodeIndex.h" namespace physx { struct PartitionEdge; namespace IG { #define IG_INVALID_ISLAND 0xFFFFFFFFu #define IG_INVALID_EDGE 0xFFFFFFFFu #define IG_LIMIT_DIRTY_NODES 0 #define IG_SANITY_CHECKS 0 typedef PxU32 IslandId; typedef PxU32 EdgeIndex; typedef PxU32 EdgeInstanceIndex; struct Edge { //Edge instances can be implicitly calculated based on this edge index, which is an offset into the array of edges. //From that, the child edge index is simply the //The constraint or contact referenced by this edge enum EdgeType { eCONTACT_MANAGER, eCONSTRAINT, eSOFT_BODY_CONTACT, eFEM_CLOTH_CONTACT, ePARTICLE_SYSTEM_CONTACT, eEDGE_TYPE_COUNT }; enum EdgeState { eINSERTED = 1<<0, ePENDING_DESTROYED = 1<<1, eACTIVE = 1<<2, eIN_DIRTY_LIST = 1<<3, eDESTROYED = 1<<4, eREPORT_ONLY_DESTROY= 1<<5, eACTIVATING = 1<<6 }; PxU16 mEdgeType; // PT: EdgeType. Could be PxU8. PxU16 mEdgeState; // PT: could be PxU8. EdgeIndex mNextIslandEdge, mPrevIslandEdge; PX_FORCE_INLINE void setInserted() { mEdgeState |= eINSERTED; } PX_FORCE_INLINE void clearInserted() { mEdgeState &= ~eINSERTED; } PX_FORCE_INLINE void clearDestroyed() { mEdgeState &= ~eDESTROYED; } PX_FORCE_INLINE void setPendingDestroyed() { mEdgeState |= ePENDING_DESTROYED; } PX_FORCE_INLINE void clearPendingDestroyed() { mEdgeState &= ~ePENDING_DESTROYED; } PX_FORCE_INLINE void activateEdge() { mEdgeState |= eACTIVE; } PX_FORCE_INLINE void deactivateEdge() { mEdgeState &= ~eACTIVE; } PX_FORCE_INLINE void markInDirtyList() { mEdgeState |= eIN_DIRTY_LIST; } PX_FORCE_INLINE void clearInDirtyList() { mEdgeState &= ~eIN_DIRTY_LIST; } PX_FORCE_INLINE void setReportOnlyDestroy() { mEdgeState |= eREPORT_ONLY_DESTROY; } public: Edge() : mEdgeType(Edge::eCONTACT_MANAGER), mEdgeState(eDESTROYED), mNextIslandEdge(IG_INVALID_EDGE), mPrevIslandEdge(IG_INVALID_EDGE) { } PX_FORCE_INLINE PxIntBool isInserted() const { return PxIntBool(mEdgeState & eINSERTED); } PX_FORCE_INLINE PxIntBool isDestroyed() const { return PxIntBool(mEdgeState & eDESTROYED); } PX_FORCE_INLINE PxIntBool isPendingDestroyed() const { return PxIntBool(mEdgeState & ePENDING_DESTROYED); } PX_FORCE_INLINE PxIntBool isActive() const { return PxIntBool(mEdgeState & eACTIVE); } PX_FORCE_INLINE PxIntBool isInDirtyList() const { return PxIntBool(mEdgeState & eIN_DIRTY_LIST); } PX_FORCE_INLINE PxIntBool isReportOnlyDestroy() const { return PxIntBool(mEdgeState & eREPORT_ONLY_DESTROY); } PX_FORCE_INLINE EdgeType getEdgeType() const { return EdgeType(mEdgeType); } }; struct EdgeInstance { EdgeInstanceIndex mNextEdge, mPrevEdge; //The next edge instance in this node's list of edge instances EdgeInstance() : mNextEdge(IG_INVALID_EDGE), mPrevEdge(IG_INVALID_EDGE) { } }; template class HandleManager { PxArray mFreeHandles; Handle mCurrentHandle; public: HandleManager() : mFreeHandles("FreeHandles"), mCurrentHandle(0) { } ~HandleManager(){} Handle getHandle() { if(mFreeHandles.size()) { Handle handle = mFreeHandles.popBack(); PX_ASSERT(isValidHandle(handle)); return handle; } return mCurrentHandle++; } bool isNotFreeHandle(Handle handle) const { for(PxU32 a = 0; a < mFreeHandles.size(); ++a) { if(mFreeHandles[a] == handle) return false; } return true; } void freeHandle(Handle handle) { PX_ASSERT(isValidHandle(handle)); PX_ASSERT(isNotFreeHandle(handle)); if(handle == mCurrentHandle) mCurrentHandle--; else mFreeHandles.pushBack(handle); } bool isValidHandle(Handle handle) const { return handle < mCurrentHandle; } PX_FORCE_INLINE PxU32 getTotalHandles() const { return mCurrentHandle; } }; class Node { public: enum NodeType { eRIGID_BODY_TYPE, eARTICULATION_TYPE, eDEFORMABLE_SURFACE_TYPE, eDEFORMABLE_VOLUME_TYPE, ePARTICLESYSTEM_TYPE, eTYPE_COUNT }; enum State { eREADY_FOR_SLEEPING = 1u << 0, //! Ready to go to sleep eACTIVE = 1u << 1, //! Active eKINEMATIC = 1u << 2, //! Kinematic eDELETED = 1u << 3, //! Is pending deletion eDIRTY = 1u << 4, //! Is dirty (i.e. lost a connection) eACTIVATING = 1u << 5 //! Is in the activating list }; EdgeInstanceIndex mFirstEdgeIndex; PxU8 mFlags; PxU8 mType; PxU16 mStaticTouchCount; //PxU32 mActiveNodeIndex; //! Look-up for this node in the active nodes list, activating list or deactivating list... PxNodeIndex mNextNode, mPrevNode; //A counter for the number of active references to this body. Whenever an edge is activated, this is incremented. //Whenver an edge is deactivated, this is decremented. This is used for kinematic bodies to determine if they need //to be in the active kinematics list PxU32 mActiveRefCount; //A node can correspond with one kind of user-defined object void* mObject; PX_FORCE_INLINE Node() : mType(eRIGID_BODY_TYPE) { reset(); } PX_FORCE_INLINE ~Node() { } PX_FORCE_INLINE void reset() { mFirstEdgeIndex = IG_INVALID_EDGE; mFlags = eDELETED; mObject = NULL; mActiveRefCount = 0; mStaticTouchCount = 0; } PX_FORCE_INLINE void setActive() { mFlags |= eACTIVE; } PX_FORCE_INLINE void clearActive() { mFlags &= ~eACTIVE; } PX_FORCE_INLINE void setActivating() { mFlags |= eACTIVATING; } PX_FORCE_INLINE void clearActivating() { mFlags &= ~eACTIVATING; } //Activates a body/node. PX_FORCE_INLINE void setIsReadyForSleeping() { mFlags |= eREADY_FOR_SLEEPING; } PX_FORCE_INLINE void clearIsReadyForSleeping() { mFlags &= (~eREADY_FOR_SLEEPING); } PX_FORCE_INLINE void setIsDeleted() { mFlags |= eDELETED; } PX_FORCE_INLINE void setKinematicFlag() { PX_ASSERT(!isKinematic()); mFlags |= eKINEMATIC; } PX_FORCE_INLINE void clearKinematicFlag() { PX_ASSERT(isKinematic()); mFlags &= (~eKINEMATIC); } PX_FORCE_INLINE void markDirty() { mFlags |= eDIRTY; } PX_FORCE_INLINE void clearDirty() { mFlags &= (~eDIRTY); } public: PX_FORCE_INLINE PxIntBool isActive() const { return PxIntBool(mFlags & eACTIVE); } PX_FORCE_INLINE PxIntBool isActiveOrActivating() const { return PxIntBool(mFlags & (eACTIVE | eACTIVATING)); } PX_FORCE_INLINE PxIntBool isActivating() const { return PxIntBool(mFlags & eACTIVATING); } PX_FORCE_INLINE PxIntBool isKinematic() const { return PxIntBool(mFlags & eKINEMATIC); } PX_FORCE_INLINE PxIntBool isDeleted() const { return PxIntBool(mFlags & eDELETED); } PX_FORCE_INLINE PxIntBool isDirty() const { return PxIntBool(mFlags & eDIRTY); } PX_FORCE_INLINE PxIntBool isReadyForSleeping() const { return PxIntBool(mFlags & eREADY_FOR_SLEEPING); } PX_FORCE_INLINE NodeType getNodeType() const { return NodeType(mType); } }; struct Island { PxNodeIndex mRootNode; PxNodeIndex mLastNode; PxU32 mNodeCount[Node::eTYPE_COUNT]; PxU32 mActiveIndex; EdgeIndex mFirstEdge[Edge::eEDGE_TYPE_COUNT], mLastEdge[Edge::eEDGE_TYPE_COUNT]; PxU32 mEdgeCount[Edge::eEDGE_TYPE_COUNT]; Island() : mActiveIndex(IG_INVALID_ISLAND) { for(PxU32 a = 0; a < Edge::eEDGE_TYPE_COUNT; ++a) { mFirstEdge[a] = IG_INVALID_EDGE; mLastEdge[a] = IG_INVALID_EDGE; mEdgeCount[a] = 0; } for(PxU32 a = 0; a < Node::eTYPE_COUNT; ++a) { mNodeCount[a] = 0; } } }; struct TraversalState { PxNodeIndex mNodeIndex; PxU32 mCurrentIndex; PxU32 mPrevIndex; PxU32 mDepth; TraversalState() { } TraversalState( PxNodeIndex nodeIndex, PxU32 currentIndex, PxU32 prevIndex, PxU32 depth) : mNodeIndex(nodeIndex), mCurrentIndex(currentIndex), mPrevIndex(prevIndex), mDepth(depth) { } }; struct QueueElement { TraversalState* mState; PxU32 mHopCount; QueueElement() { } QueueElement(TraversalState* state, PxU32 hopCount) : mState(state), mHopCount(hopCount) { } }; struct NodeComparator { NodeComparator() { } bool operator() (const QueueElement& node0, const QueueElement& node1) const { return node0.mHopCount < node1.mHopCount; } private: NodeComparator& operator = (const NodeComparator&); }; // PT: island-manager data used by both CPU & GPU code. // This is managed by external code (e.g. SimpleIslandManager) and passed as const data to IslandSim. class CPUExternalData { public: PX_FORCE_INLINE PxNodeIndex getNodeIndex1(IG::EdgeIndex index) const { return mEdgeNodeIndices[2 * index]; } PX_FORCE_INLINE PxNodeIndex getNodeIndex2(IG::EdgeIndex index) const { return mEdgeNodeIndices[2 * index + 1]; } //KS - stores node indices for a given edge. Node index 0 is at 2* edgeId and NodeIndex1 is at 2*edgeId + 1 //can also be used for edgeInstance indexing so there's no need to figure out outboundNode ID either! Cm::BlockArray mEdgeNodeIndices; }; // PT: island-manager data only needed for the GPU version, but stored in CPU code. // This is managed by external code (e.g. SimpleIslandManager) and passed as non-const data to only one of the IslandSims. // (It is otherwise optional). IslandSim will create/update this data during island gen. class GPUExternalData { public: GPUExternalData() : mFirstPartitionEdges ("mFirstPartitionEdges"), mDestroyedPartitionEdges ("mDestroyedPartitionEdges"), mNpIndexPtr (NULL) { } /////////////////////////////////////////////////////////////////////////// PX_FORCE_INLINE PartitionEdge* getFirstPartitionEdge(IG::EdgeIndex edgeIndex) const { return mFirstPartitionEdges[edgeIndex]; } PX_FORCE_INLINE void setFirstPartitionEdge(IG::EdgeIndex edgeIndex, PartitionEdge* partitionEdge) { mFirstPartitionEdges[edgeIndex] = partitionEdge; } PxArray mFirstPartitionEdges; /////////////////////////////////////////////////////////////////////////// PX_FORCE_INLINE PxU32 getNbDestroyedPartitionEdges() const { return mDestroyedPartitionEdges.size(); } PX_FORCE_INLINE const PartitionEdge*const* getDestroyedPartitionEdges() const { return mDestroyedPartitionEdges.begin(); } PX_FORCE_INLINE PartitionEdge** getDestroyedPartitionEdges() { return mDestroyedPartitionEdges.begin(); } PX_FORCE_INLINE void clearDestroyedPartitionEdges() { mDestroyedPartitionEdges.forceSize_Unsafe(0); } PxArray mDestroyedPartitionEdges; /////////////////////////////////////////////////////////////////////////// PX_FORCE_INLINE const PxBitMap& getActiveContactManagerBitmap() const { return mActiveContactEdges; } PxBitMap mActiveContactEdges; /////////////////////////////////////////////////////////////////////////// // PT: these ones are strange, used to store an unrelated ptr from the outside, and only for GPU PX_FORCE_INLINE void setEdgeNodeIndexPtr(PxU32* ptr) { mNpIndexPtr = ptr; } PX_FORCE_INLINE PxU32* getEdgeNodeIndexPtr() const { return mNpIndexPtr; } PxU32* mNpIndexPtr; }; class IslandSim { PX_NOCOPY(IslandSim) HandleManager mIslandHandles; //! Handle manager for islands // PT: these arrays are parallel, all indexed by PxNodeIndex::index() PxArray mNodes; //! The nodes used in the constraint graph PxArray mActiveNodeIndex; //! The active node index for each node PxArray mHopCounts; //! The observed number of "hops" from a given node to its root node. May be inaccurate but used to accelerate searches. PxArray mFastRoute; //! The observed last route from a given node to the root node. We try the fast route (unless its broken) before trying others. PxArray mIslandIds; //! The array of per-node island ids // Cm::BlockArray mEdges; Cm::BlockArray mEdgeInstances; //! Edges used to connect nodes in the constraint graph PxArray mIslands; //! The array of islands PxArray mIslandStaticTouchCount; //! Array of static touch counts per-island PxArray mActiveNodes[Node::eTYPE_COUNT]; //! An array of active nodes PxArray mActiveKinematicNodes; //! An array of active or referenced kinematic nodes PxArray mActivatedEdges[Edge::eEDGE_TYPE_COUNT]; //! An array of active edges PxU32 mActiveEdgeCount[Edge::eEDGE_TYPE_COUNT]; PxBitMap mIslandAwake; //! Indicates whether an island is awake or not //An array of active islands PxArray mActiveIslands; PxU32 mInitialActiveNodeCount[Edge::eEDGE_TYPE_COUNT]; PxArray mNodesToPutToSleep[Node::eTYPE_COUNT]; //Input to this frame's island management (changed nodes/edges) //Input list of changes observed this frame. If there no changes, no work to be done. PxArray mDirtyEdges[Edge::eEDGE_TYPE_COUNT]; //Dirty nodes. These nodes lost at least one connection so we need to recompute islands from these nodes //PxArray mDirtyNodes; PxBitMap mDirtyMap; #if IG_LIMIT_DIRTY_NODES PxU32 mLastMapIndex; #endif //An array of nodes to activate PxArray mActivatingNodes; PxArray mDestroyedEdges; //Temporary, transient data used for traversals. TODO - move to PxsSimpleIslandManager. Or if we keep it here, we can //process multiple island simulations in parallel Cm::PriorityQueue mPriorityQueue; //! Priority queue used for graph traversal PxArray mVisitedNodes; //! The list of nodes visited in the current traversal PxBitMap mVisitedState; //! Indicates whether a node has been visited PxArray mIslandSplitEdges[Edge::eEDGE_TYPE_COUNT]; PxArray mDeactivatingEdges[Edge::eEDGE_TYPE_COUNT]; public: // PT: we could perhaps instead pass these as param whenever needed. The coupling otherwise makes it more difficult to unit-test IslandSim in isolation. const CPUExternalData& mCpuData; // PT: from the simple island manager, shared between accurate/speculative island sim GPUExternalData* mGpuData; // PT: from the simple island manager, for accurate island sim (null otherwise) and only needed for the GPU version. protected: const PxU64 mContextId; public: IslandSim(const CPUExternalData& cpuData, GPUExternalData* gpuData, PxU64 contextID); ~IslandSim() {} void addNode(bool isActive, bool isKinematic, Node::NodeType type, PxNodeIndex nodeIndex, void* object); void activateNode(PxNodeIndex index); void deactivateNode(PxNodeIndex index); void putNodeToSleep(PxNodeIndex index); void removeConnection(EdgeIndex edgeIndex); PX_FORCE_INLINE PxU32 getNbActiveNodes(Node::NodeType type) const { return mActiveNodes[type].size(); } PX_FORCE_INLINE const PxNodeIndex* getActiveNodes(Node::NodeType type) const { return mActiveNodes[type].begin(); } PX_FORCE_INLINE PxU32 getNbActiveKinematics() const { return mActiveKinematicNodes.size(); } PX_FORCE_INLINE const PxNodeIndex* getActiveKinematics() const { return mActiveKinematicNodes.begin(); } PX_FORCE_INLINE PxU32 getNbNodesToActivate(Node::NodeType type) const { return mActiveNodes[type].size() - mInitialActiveNodeCount[type]; } PX_FORCE_INLINE const PxNodeIndex* getNodesToActivate(Node::NodeType type) const { return mActiveNodes[type].begin() + mInitialActiveNodeCount[type]; } PX_FORCE_INLINE PxU32 getNbNodesToDeactivate(Node::NodeType type) const { return mNodesToPutToSleep[type].size(); } PX_FORCE_INLINE const PxNodeIndex* getNodesToDeactivate(Node::NodeType type) const { return mNodesToPutToSleep[type].begin(); } PX_FORCE_INLINE PxU32 getNbActivatedEdges(Edge::EdgeType type) const { return mActivatedEdges[type].size(); } PX_FORCE_INLINE const EdgeIndex* getActivatedEdges(Edge::EdgeType type) const { return mActivatedEdges[type].begin(); } PX_FORCE_INLINE PxU32 getNbActiveEdges(Edge::EdgeType type) const { return mActiveEdgeCount[type]; } PX_FORCE_INLINE void* getObject(PxNodeIndex nodeIndex, Node::NodeType type) const { const Node& node = mNodes[nodeIndex.index()]; PX_ASSERT(node.mType == type); PX_UNUSED(type); return node.mObject; } PX_FORCE_INLINE void clearDeactivations() { for (PxU32 i = 0; i < Node::eTYPE_COUNT; ++i) { mNodesToPutToSleep[i].forceSize_Unsafe(0); mDeactivatingEdges[i].forceSize_Unsafe(0); } } PX_FORCE_INLINE const Island& getIsland(IG::IslandId islandIndex) const { return mIslands[islandIndex]; } PX_FORCE_INLINE const Island& getIsland(const PxNodeIndex& nodeIndex) const { PX_ASSERT(mIslandIds[nodeIndex.index()] != IG_INVALID_ISLAND); return mIslands[mIslandIds[nodeIndex.index()]]; } PX_FORCE_INLINE PxU32 getNbActiveIslands() const { return mActiveIslands.size(); } PX_FORCE_INLINE const IslandId* getActiveIslands() const { return mActiveIslands.begin(); } PX_FORCE_INLINE PxU32 getNbDeactivatingEdges(const IG::Edge::EdgeType edgeType) const { return mDeactivatingEdges[edgeType].size(); } PX_FORCE_INLINE const EdgeIndex* getDeactivatingEdges(const IG::Edge::EdgeType edgeType) const { return mDeactivatingEdges[edgeType].begin(); } // PT: this is not actually used externally //PX_FORCE_INLINE PxU32 getNbDestroyedEdges() const { return mDestroyedEdges.size(); } //PX_FORCE_INLINE const EdgeIndex* getDestroyedEdges() const { return mDestroyedEdges.begin(); } // PT: this is not actually used externally. Still used internally in IslandSim. //PX_FORCE_INLINE PxU32 getNbDirtyEdges(IG::Edge::EdgeType type) const { return mDirtyEdges[type].size(); } //PX_FORCE_INLINE const EdgeIndex* getDirtyEdges(IG::Edge::EdgeType type) const { return mDirtyEdges[type].begin(); } PX_FORCE_INLINE PxU32 getNbEdges() const { return mEdges.size(); } PX_FORCE_INLINE const Edge& getEdge(EdgeIndex edgeIndex) const { return mEdges[edgeIndex]; } PX_FORCE_INLINE Edge& getEdge(EdgeIndex edgeIndex) { return mEdges[edgeIndex]; } PX_FORCE_INLINE PxU32 getNbNodes() const { return mNodes.size(); } PX_FORCE_INLINE const Node& getNode(const PxNodeIndex& nodeIndex) const { return mNodes[nodeIndex.index()]; } PX_FORCE_INLINE PxU32 getActiveNodeIndex(const PxNodeIndex& nodeIndex) const { return mActiveNodeIndex[nodeIndex.index()]; } PX_FORCE_INLINE const PxU32* getActiveNodeIndex() const { return mActiveNodeIndex.begin(); } //PX_FORCE_INLINE PxU32 getNbActiveNodeIndex() const { return mActiveNodeIndex.size(); } PX_FORCE_INLINE PxU32 getNbIslands() const { return mIslandStaticTouchCount.size(); } PX_FORCE_INLINE const PxU32* getIslandStaticTouchCount() const { return mIslandStaticTouchCount.begin(); } PX_FORCE_INLINE PxU32 getIslandStaticTouchCount(const PxNodeIndex& nodeIndex) const { PX_ASSERT(mIslandIds[nodeIndex.index()] != IG_INVALID_ISLAND); return mIslandStaticTouchCount[mIslandIds[nodeIndex.index()]]; } PX_FORCE_INLINE const IG::IslandId* getIslandIds() const { return mIslandIds.begin(); } PX_FORCE_INLINE PxU64 getContextId() const { return mContextId; } void setKinematic(PxNodeIndex nodeIndex); void setDynamic(PxNodeIndex nodeIndex); bool checkInternalConsistency() const; PX_INLINE void activateNode_ForGPUSolver(PxNodeIndex index) { IG::Node& node = mNodes[index.index()]; node.clearIsReadyForSleeping(); //Clear the "isReadyForSleeping" flag. Just in case it was set } PX_INLINE void deactivateNode_ForGPUSolver(PxNodeIndex index) { IG::Node& node = mNodes[index.index()]; node.setIsReadyForSleeping(); } // PT: these three functions added for multithreaded implementation of Sc::Scene::islandInsertion void preallocateConnections(EdgeIndex handle); bool addConnectionPreallocated(PxNodeIndex nodeHandle1, PxNodeIndex nodeHandle2, Edge::EdgeType edgeType, EdgeIndex handle); void addDelayedDirtyEdges(PxU32 nbHandles, const EdgeIndex* handles); // PT: called by SimpleIslandManager. Made public to remove friendship, make the API clearer, and unit-testable. void addConnection(PxNodeIndex nodeHandle1, PxNodeIndex nodeHandle2, Edge::EdgeType edgeType, EdgeIndex handle); void wakeIslands(); // PT: this is always followed by a call to processNewEdges(). Merge the two? void wakeIslands2(); void processNewEdges(); // PT: called by ThirdPassTask::runInternal. Made public to remove friendship, make the API clearer, and unit-testable. void removeDestroyedEdges(); // PT: this is always followed by a call to processLostEdges(). Merge the two? void processLostEdges(const PxArray& destroyedNodes, bool allowDeactivation, bool permitKinematicDeactivation, PxU32 dirtyNodeLimit); private: void wakeIslandsInternal(bool flag); void insertNewEdges(); void removeConnectionInternal(EdgeIndex edgeIndex); void addConnectionToGraph(EdgeIndex index); void removeConnectionFromGraph(EdgeIndex edgeIndex); //Merges 2 islands together. The returned id is the id of the merged island IslandId mergeIslands(IslandId island0, IslandId island1, PxNodeIndex node0, PxNodeIndex node1); void mergeIslandsInternal(Island& island0, Island& island1, IslandId islandId0, IslandId islandId1, PxNodeIndex node0, PxNodeIndex node1); void unwindRoute(PxU32 traversalIndex, PxNodeIndex lastNode, PxU32 hopCount, IslandId id); void activateIslandInternal(const Island& island); void activateIsland(IslandId island); void deactivateIsland(IslandId island); #if IG_SANITY_CHECKS bool canFindRoot(PxNodeIndex startNode, PxNodeIndex targetNode, PxArray* visitedNodes); #endif bool tryFastPath(PxNodeIndex startNode, PxNodeIndex targetNode, IslandId islandId); bool findRoute(PxNodeIndex startNode, PxNodeIndex targetNode, IslandId islandId); #if PX_DEBUG bool isPathTo(PxNodeIndex startNode, PxNodeIndex targetNode) const; #endif void activateNodeInternal(PxNodeIndex index); void deactivateNodeInternal(PxNodeIndex index); PX_FORCE_INLINE void makeEdgeActive(EdgeInstanceIndex index, bool testEdgeType); IslandId addNodeToIsland(PxNodeIndex nodeIndex1, PxNodeIndex nodeIndex2, IslandId islandId2, bool active1, bool active2); /* PX_FORCE_INLINE void notifyReadyForSleeping(const PxNodeIndex nodeIndex) { Node& node = mNodes[nodeIndex.index()]; //PX_ASSERT(node.isActive()); node.setIsReadyForSleeping(); } PX_FORCE_INLINE void notifyNotReadyForSleeping(const PxNodeIndex nodeIndex) { Node& node = mNodes[nodeIndex.index()]; PX_ASSERT(node.isActive() || node.isActivating()); node.clearIsReadyForSleeping(); }*/ PX_FORCE_INLINE void markIslandActive(IslandId islandId) { Island& island = mIslands[islandId]; PX_ASSERT(!mIslandAwake.test(islandId)); PX_ASSERT(island.mActiveIndex == IG_INVALID_ISLAND); mIslandAwake.set(islandId); island.mActiveIndex = mActiveIslands.size(); mActiveIslands.pushBack(islandId); } PX_FORCE_INLINE void markIslandInactive(IslandId islandId) { Island& island = mIslands[islandId]; PX_ASSERT(mIslandAwake.test(islandId)); PX_ASSERT(island.mActiveIndex != IG_INVALID_ISLAND); PX_ASSERT(mActiveIslands[island.mActiveIndex] == islandId); IslandId replaceId = mActiveIslands[mActiveIslands.size()-1]; PX_ASSERT(mIslandAwake.test(replaceId)); Island& replaceIsland = mIslands[replaceId]; replaceIsland.mActiveIndex = island.mActiveIndex; mActiveIslands[island.mActiveIndex] = replaceId; mActiveIslands.forceSize_Unsafe(mActiveIslands.size()-1); island.mActiveIndex = IG_INVALID_ISLAND; mIslandAwake.reset(islandId); } PX_FORCE_INLINE void markKinematicActive(PxNodeIndex nodeIndex) { const PxU32 index = nodeIndex.index(); const Node& node = mNodes[index]; PX_ASSERT(node.isKinematic()); if(node.mActiveRefCount == 0 && mActiveNodeIndex[index] == PX_INVALID_NODE) { //PX_ASSERT(mActiveNodeIndex[index] == PX_INVALID_NODE); //node.mActiveNodeIndex = mActiveKinematicNodes.size(); mActiveNodeIndex[index] = mActiveKinematicNodes.size(); mActiveKinematicNodes.pushBack(nodeIndex); } } PX_FORCE_INLINE void markKinematicInactive(PxNodeIndex nodeIndex) { const PxU32 index = nodeIndex.index(); const Node& node = mNodes[index]; PX_ASSERT(node.isKinematic()); PX_ASSERT(mActiveNodeIndex[index] != PX_INVALID_NODE); PX_ASSERT(mActiveKinematicNodes[mActiveNodeIndex[index]].index() == index); if(node.mActiveRefCount == 0) { //Only remove from active kinematic list if it has no active contacts referencing it *and* it is asleep if(mActiveNodeIndex[index] != PX_INVALID_NODE) { //Need to verify active node index because there is an edge case where a node could be woken, then put to //sleep in the same frame. This would mean that it would not have an active index at this stage. PxNodeIndex replaceIndex = mActiveKinematicNodes.back(); PX_ASSERT(mActiveNodeIndex[replaceIndex.index()] == mActiveKinematicNodes.size() - 1); mActiveNodeIndex[replaceIndex.index()] = mActiveNodeIndex[index]; mActiveKinematicNodes[mActiveNodeIndex[index]] = replaceIndex; mActiveKinematicNodes.forceSize_Unsafe(mActiveKinematicNodes.size() - 1); mActiveNodeIndex[index] = PX_INVALID_NODE; } } } PX_FORCE_INLINE void markActive(PxNodeIndex nodeIndex) { const PxU32 index = nodeIndex.index(); const Node& node = mNodes[index]; PX_ASSERT(!node.isKinematic()); PX_ASSERT(mActiveNodeIndex[index] == PX_INVALID_NODE); mActiveNodeIndex[index] = mActiveNodes[node.mType].size(); mActiveNodes[node.mType].pushBack(nodeIndex); } PX_FORCE_INLINE void markInactive(PxNodeIndex nodeIndex) { const PxU32 index = nodeIndex.index(); const Node& node = mNodes[index]; PX_ASSERT(!node.isKinematic()); PX_ASSERT(mActiveNodeIndex[index] != PX_INVALID_NODE); PxArray& activeNodes = mActiveNodes[node.mType]; PX_ASSERT(activeNodes[mActiveNodeIndex[index]].index() == index); const PxU32 initialActiveNodeCount = mInitialActiveNodeCount[node.mType]; if(mActiveNodeIndex[index] < initialActiveNodeCount) { //It's in the initial active node set. We retain a list of active nodes, where the existing active nodes //are at the beginning of the array and the newly activated nodes are at the end of the array... //The solution is to move the node to the end of the initial active node list in this case PxU32 activeNodeIndex = mActiveNodeIndex[index]; PxNodeIndex replaceIndex = activeNodes[initialActiveNodeCount - 1]; PX_ASSERT(mActiveNodeIndex[replaceIndex.index()] == initialActiveNodeCount - 1); mActiveNodeIndex[index] = mActiveNodeIndex[replaceIndex.index()]; mActiveNodeIndex[replaceIndex.index()] = activeNodeIndex; activeNodes[activeNodeIndex] = replaceIndex; activeNodes[mActiveNodeIndex[index]] = nodeIndex; mInitialActiveNodeCount[node.mType]--; } PX_ASSERT(!node.isKinematic()); PX_ASSERT(mActiveNodeIndex[index] != PX_INVALID_NODE); PX_ASSERT(activeNodes[mActiveNodeIndex[index]].index() == index); PxNodeIndex replaceIndex = activeNodes.back(); PX_ASSERT(mActiveNodeIndex[replaceIndex.index()] == activeNodes.size() - 1); mActiveNodeIndex[replaceIndex.index()] = mActiveNodeIndex[index]; activeNodes[mActiveNodeIndex[index]] = replaceIndex; activeNodes.forceSize_Unsafe(activeNodes.size() - 1); mActiveNodeIndex[index] = PX_INVALID_NODE; } PX_FORCE_INLINE void markEdgeActive(EdgeIndex index, PxNodeIndex nodeIndex1, PxNodeIndex nodeIndex2) { Edge& edge = mEdges[index]; PX_ASSERT((edge.mEdgeState & Edge::eACTIVATING) == 0); edge.mEdgeState |= Edge::eACTIVATING; mActivatedEdges[edge.mEdgeType].pushBack(index); mActiveEdgeCount[edge.mEdgeType]++; //Set the active bit... if(mGpuData && edge.mEdgeType == Edge::eCONTACT_MANAGER) mGpuData->mActiveContactEdges.set(index); const PxU32 index1 = nodeIndex1.index(); const PxU32 index2 = nodeIndex2.index(); if (index1 != PX_INVALID_NODE && index2 != PX_INVALID_NODE) { PX_ASSERT((!mNodes[index1].isKinematic()) || (!mNodes[index2].isKinematic()) || edge.getEdgeType() == IG::Edge::eCONTACT_MANAGER); { Node& node = mNodes[index1]; if(node.mActiveRefCount == 0 && node.isKinematic() && !node.isActiveOrActivating()) markKinematicActive(nodeIndex1); //Add to active kinematic list node.mActiveRefCount++; } { Node& node = mNodes[index2]; if(node.mActiveRefCount == 0 && node.isKinematic() && !node.isActiveOrActivating()) markKinematicActive(nodeIndex2); //Add to active kinematic list node.mActiveRefCount++; } } } void removeEdgeFromActivatingList(EdgeIndex index); PX_FORCE_INLINE void removeEdgeFromIsland(Island& island, EdgeIndex edgeIndex) { Edge& edge = mEdges[edgeIndex]; if(edge.mNextIslandEdge != IG_INVALID_EDGE) { PX_ASSERT(mEdges[edge.mNextIslandEdge].mPrevIslandEdge == edgeIndex); mEdges[edge.mNextIslandEdge].mPrevIslandEdge = edge.mPrevIslandEdge; } else { PX_ASSERT(island.mLastEdge[edge.mEdgeType] == edgeIndex); island.mLastEdge[edge.mEdgeType] = edge.mPrevIslandEdge; } if(edge.mPrevIslandEdge != IG_INVALID_EDGE) { PX_ASSERT(mEdges[edge.mPrevIslandEdge].mNextIslandEdge == edgeIndex); mEdges[edge.mPrevIslandEdge].mNextIslandEdge = edge.mNextIslandEdge; } else { PX_ASSERT(island.mFirstEdge[edge.mEdgeType] == edgeIndex); island.mFirstEdge[edge.mEdgeType] = edge.mNextIslandEdge; } island.mEdgeCount[edge.mEdgeType]--; edge.mNextIslandEdge = edge.mPrevIslandEdge = IG_INVALID_EDGE; } PX_FORCE_INLINE void addEdgeToIsland(Island& island, EdgeIndex edgeIndex) { Edge& edge = mEdges[edgeIndex]; PX_ASSERT(edge.mNextIslandEdge == IG_INVALID_EDGE && edge.mPrevIslandEdge == IG_INVALID_EDGE); if(island.mLastEdge[edge.mEdgeType] != IG_INVALID_EDGE) { PX_ASSERT(mEdges[island.mLastEdge[edge.mEdgeType]].mNextIslandEdge == IG_INVALID_EDGE); mEdges[island.mLastEdge[edge.mEdgeType]].mNextIslandEdge = edgeIndex; } else { PX_ASSERT(island.mFirstEdge[edge.mEdgeType] == IG_INVALID_EDGE); island.mFirstEdge[edge.mEdgeType] = edgeIndex; } edge.mPrevIslandEdge = island.mLastEdge[edge.mEdgeType]; island.mLastEdge[edge.mEdgeType] = edgeIndex; island.mEdgeCount[edge.mEdgeType]++; } PX_FORCE_INLINE void removeNodeFromIsland(Island& island, PxNodeIndex nodeIndex) { Node& node = mNodes[nodeIndex.index()]; if(node.mNextNode.isValid()) { PX_ASSERT(mNodes[node.mNextNode.index()].mPrevNode.index() == nodeIndex.index()); mNodes[node.mNextNode.index()].mPrevNode = node.mPrevNode; } else { PX_ASSERT(island.mLastNode.index() == nodeIndex.index()); island.mLastNode = node.mPrevNode; } if(node.mPrevNode.isValid()) { PX_ASSERT(mNodes[node.mPrevNode.index()].mNextNode.index() == nodeIndex.index()); mNodes[node.mPrevNode.index()].mNextNode = node.mNextNode; } else { PX_ASSERT(island.mRootNode.index() == nodeIndex.index()); island.mRootNode = node.mNextNode; } island.mNodeCount[node.mType]--; node.mNextNode = node.mPrevNode = PxNodeIndex(); } }; } } #endif