// 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 GU_ACTOR_SHAPE_MAP_H #define GU_ACTOR_SHAPE_MAP_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxSimpleTypes.h" #include "foundation/PxHashMap.h" namespace physx { namespace Gu { typedef PxU64 ActorShapeData; #define PX_INVALID_INDEX 0xffffffff class ActorShapeMap { public: PX_PHYSX_COMMON_API ActorShapeMap(); PX_PHYSX_COMMON_API ~ActorShapeMap(); PX_PHYSX_COMMON_API bool add(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData actorShapeData); PX_PHYSX_COMMON_API bool remove(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData* removed); PX_PHYSX_COMMON_API ActorShapeData find(PxU32 actorIndex, const void* actor, const void* shape) const; struct ActorShape { PX_FORCE_INLINE ActorShape() {} PX_FORCE_INLINE ActorShape(const void* actor, const void* shape) : mActor(actor), mShape(shape) {} const void* mActor; const void* mShape; PX_FORCE_INLINE bool operator==(const ActorShape& p) const { return mActor == p.mActor && mShape == p.mShape; } }; private: PxHashMap mDatabase; struct Cache { // const void* mActor; const void* mShape; ActorShapeData mData; }; PxU32 mCacheSize; Cache* mCache; void resizeCache(PxU32 index); }; } } #endif