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All rights reserved. #include "DyDynamicsBase.h" #include "PxsIslandSim.h" #include "common/PxProfileZone.h" using namespace physx; using namespace Dy; DynamicsContextBase::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 ) : Dy::Context (islandManager, allocatorCallback, simStats, enableStabilization, useEnhancedDeterminism, maxBiasCoefficient, lengthScale, contextID, isResidualReportingEnabled), mThreadContextPool (memBlockPool), mMaterialManager (materialManager), mTaskPool (taskPool), mKinematicCount (0), mThresholdStreamOut (0), mCurrentIndex (0) { } DynamicsContextBase::~DynamicsContextBase() { } void DynamicsContextBase::resetThreadContexts() { PxcThreadCoherentCacheIterator threadContextIt(mThreadContextPool); ThreadContext* threadContext = threadContextIt.getNext(); while(threadContext != NULL) { threadContext->reset(); threadContext = threadContextIt.getNext(); } } PxU32 DynamicsContextBase::reserveSharedSolverConstraintsArrays(const IG::IslandSim& islandSim, PxU32 maxArticulationLinks) { PX_PROFILE_ZONE("reserveSharedSolverConstraintsArrays", mContextID); const PxU32 bodyCount = islandSim.getNbActiveNodes(IG::Node::eRIGID_BODY_TYPE); const PxU32 numArtics = islandSim.getNbActiveNodes(IG::Node::eARTICULATION_TYPE); const PxU32 numArticulationConstraints = numArtics * maxArticulationLinks; //Just allocate enough memory to fit worst-case maximum size articulations... const PxU32 nbActiveContactManagers = islandSim.getNbActiveEdges(IG::Edge::eCONTACT_MANAGER); const PxU32 nbActiveConstraints = islandSim.getNbActiveEdges(IG::Edge::eCONSTRAINT); const PxU32 totalConstraintCount = nbActiveConstraints + nbActiveContactManagers + numArticulationConstraints; mContactConstraintBatchHeaders.forceSize_Unsafe(0); mContactConstraintBatchHeaders.reserve((totalConstraintCount + 63) & (~63)); mContactConstraintBatchHeaders.forceSize_Unsafe(totalConstraintCount); mContactList.forceSize_Unsafe(0); mContactList.reserve((nbActiveContactManagers + 63u) & (~63u)); mContactList.forceSize_Unsafe(nbActiveContactManagers); mMotionVelocityArray.forceSize_Unsafe(0); mMotionVelocityArray.reserve((bodyCount + 63u) & (~63u)); mMotionVelocityArray.forceSize_Unsafe(bodyCount); mBodyCoreArray.forceSize_Unsafe(0); mBodyCoreArray.reserve((bodyCount + 63u) & (~63u)); mBodyCoreArray.forceSize_Unsafe(bodyCount); mRigidBodyArray.forceSize_Unsafe(0); mRigidBodyArray.reserve((bodyCount + 63u) & (~63u)); mRigidBodyArray.forceSize_Unsafe(bodyCount); mArticulationArray.forceSize_Unsafe(0); mArticulationArray.reserve((numArtics + 63u) & (~63u)); mArticulationArray.forceSize_Unsafe(numArtics); mNodeIndexArray.forceSize_Unsafe(0); mNodeIndexArray.reserve((bodyCount + 63u) & (~63u)); mNodeIndexArray.forceSize_Unsafe(bodyCount); ThresholdStream& stream = getThresholdStream(); stream.forceSize_Unsafe(0); stream.reserve(PxNextPowerOfTwo(nbActiveContactManagers != 0 ? nbActiveContactManagers - 1 : nbActiveContactManagers)); //flip exceeded force threshold buffer mCurrentIndex = 1 - mCurrentIndex; return totalConstraintCount; }