// 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_PARTITION_EDGE_H #define PXS_PARTITION_EDGE_H // PT: this is a temporary place for code related to PartitionEdge. This seems to be a GPU-only class // but for some reason some CPU bits do need it. Ideally it would be fully contained inside the GPU DLL. #include "PxsIslandSim.h" #include "PxcNpWorkUnit.h" namespace physx { // PT: TODO: mNextPatch is almost always null so it would make sense to store that cold data somewhere else, e.g: // - use one bit to mark the general case where mNextPatch is null // - store non-null mNextPatch in a hashmap indexed by mUniqueIndex (no need to reserve the full memory for it) // // The only annoying bit is that the mechanism needed to actually walk the linked list (i.e. the hashmap) needs to be // available in processPartitionEdges below, so that's more GPU stuff exposed to the CPU code. But I guess we crossed // that line a while ago when the heads of the LLs moved to the low-level island manager anyway. And in fact we could // put the two in the same structure eventually, like a PartitionEdgeManager. // // In any case the benefit of the change would be a smaller PartitionEdge. Going further, the nodes can be retrieved from // the edge index, so if mNextPatch also disappears then only the unique ID remains, which.... can be derived from // the PartitionEdge address?! So it would be just the "edge index" with some bits encoded in it, just 4 bytes. // // This is per-edge data so we could also merge this with CPUExternalData, which already contains the node indices, and // has an implicit unique index as the index into mEdgeNodeIndices. But maybe we cannot because there can be multiple // PartitionEdge for the same source edge (hence the linked list). // // Another idea would be to store the edge index instead. You would need access to the edge manager in CPU code but no // hashmap or new structure is needed. struct PartitionEdge { enum Enum { HAS_INFINITE_MASS0 = (1<<0), HAS_INFINITE_MASS1 = (1<<1), HAS_THRESHOLD = (1<<2), IS_CONTACT = (1<<3), SPECIAL_HANDLED = (1<<4), NB_BITS = 5 }; PxNodeIndex mNode0; //! The node index for node 0. Can be obtained from the edge index alternatively PxNodeIndex mNode1; //! The node index for node 1. Can be obtained from the edge index alternatively PartitionEdge* mNextPatch; //! for the contact manager has more than 1 patch, we have next patch's edge and previous patch's edge to connect to this edge private: IG::EdgeIndex mEdgeIndex; //! The edge index into the island manager. Used to identify the contact manager/constraint public: PxU32 mUniqueIndex; //! a unique ID for this edge PX_FORCE_INLINE IG::EdgeIndex getEdgeIndex() const { return mEdgeIndex >> NB_BITS; } PX_FORCE_INLINE PxU32 isArticulation0() const { return mNode0.isArticulation(); } PX_FORCE_INLINE PxU32 isArticulation1() const { return mNode1.isArticulation(); } PX_FORCE_INLINE PxU32 hasInfiniteMass0() const { return mEdgeIndex & HAS_INFINITE_MASS0; } PX_FORCE_INLINE PxU32 hasInfiniteMass1() const { return mEdgeIndex & HAS_INFINITE_MASS1; } PX_FORCE_INLINE void setInfiniteMass0() { mEdgeIndex |= HAS_INFINITE_MASS0; } PX_FORCE_INLINE void setInfiniteMass1() { mEdgeIndex |= HAS_INFINITE_MASS1; } PX_FORCE_INLINE void setHasThreshold() { mEdgeIndex |= HAS_THRESHOLD; } PX_FORCE_INLINE PxU32 hasThreshold() const { return mEdgeIndex & HAS_THRESHOLD; } PX_FORCE_INLINE void setIsContact() { mEdgeIndex |= IS_CONTACT; } PX_FORCE_INLINE PxU32 isContact() const { return mEdgeIndex & IS_CONTACT; } PX_FORCE_INLINE void setSpecialHandled() { mEdgeIndex |= SPECIAL_HANDLED; } PX_FORCE_INLINE void clearSpecialHandled() { mEdgeIndex &= ~SPECIAL_HANDLED; } PX_FORCE_INLINE PxU32 isSpecialHandled() const { return mEdgeIndex & SPECIAL_HANDLED; } //KS - This constructor explicitly does not set mUniqueIndex. It is filled in by the pool allocator and this constructor //is called afterwards. We do not want to stomp the uniqueIndex value PartitionEdge(IG::EdgeIndex index) : mNextPatch(NULL), mEdgeIndex(index << NB_BITS) { PX_ASSERT(!(index & 0xf8000000)); // PT: reserve 5 bits for internal flags } }; PX_COMPILE_TIME_ASSERT(sizeof(PartitionEdge)<=32); // PT: 2 of them per cache-line static PX_FORCE_INLINE void processPartitionEdges(const IG::GPUExternalData* gpuData, const PxcNpWorkUnit& unit) { if(gpuData && !(unit.mFlags & PxcNpWorkUnitFlag::eDISABLE_RESPONSE)) { PxU32* edgeNodeIndices = gpuData->getEdgeNodeIndexPtr(); if(edgeNodeIndices) // PT: only non-null for GPU version { const PartitionEdge* partitionEdge = gpuData->getFirstPartitionEdge(unit.mEdgeIndex); while(partitionEdge) { edgeNodeIndices[partitionEdge->mUniqueIndex] = unit.mNpIndex; partitionEdge = partitionEdge->mNextPatch; } } } } } #endif