124 lines
4.1 KiB
C++
124 lines
4.1 KiB
C++
// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PXG_AGGREGATE_H
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#define PXG_AGGREGATE_H
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#include "foundation/PxPreprocessor.h"
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#include "foundation/PxSimpleTypes.h"
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#include "PxgCudaBuffer.h"
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#include "foundation/PxUserAllocated.h"
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namespace physx
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{
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class PxgHeapMemoryAllocatorManager;
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class PxgSapBox1D;
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// PT: TODO:
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// - fix/unify class member names (m prefix)
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// - figure out why we don't initialize all members in ctor
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// - check that all of these are still needed
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struct PxgAggregate
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{
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public:
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PxgAggregate() : updateBoundIndices(NULL)
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{
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initValues();
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}
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PX_FORCE_INLINE void initValues()
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{
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prevComparisons = 0;
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prevSize = 0;
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mIndex = 0xFFFFFFFF;
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size = 0;
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filterHint = 0;
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mEnvID = PX_INVALID_U32;
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isNew = true;
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE bool isValid() { return (size > 0) && (mIndex != 0xFFFFFFFF); }
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// resetting back to constructor values.
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PX_FORCE_INLINE void reset()
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{
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PX_FREE(updateBoundIndices);
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initValues();
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}
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PxU32* updateBoundIndices; // list of bound indices for this aggregate, used for CPU->GPU transfer.
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// pointers to device mem containing a list of shape bound indices belong to this aggregate, double-buffered.
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// Will contain the previous and current list, we flip these pointers each time the aggregate is processed and sorted.
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PxU32* boundIndices[2];
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//A list of the shape projections. There are 2x sorted lists (the prev sorted list, and the current). We flip these pointers
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//each time the pair is processed and sorted...
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PxU32* sortedProjections[2];
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PxU32* sortedHandles[2];
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PxgSapBox1D* sapBox1D[2]; //Prev/curr sapBox...
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PxU32* startMasks[2]; //Prev/curr start masks. This is a bitmask so we require nbProjections/32 PxU32s.
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PxU32* comparisons[2];
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PxU32 prevComparisons;
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PxU32 prevSize; //Can be different from size. Copied to every frame...
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PxU32 mIndex; //aggregate bound index
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PxU32 size;
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PxU32 filterHint; //PxAggregateFilterHint
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PxU32 mEnvID; // PT: environment ID
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bool isNew;
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};
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struct PxgAggregatePair
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{
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public:
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PxU32 actorHandle0;
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PxU32 actorHandle1;
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bool isNew;
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bool isDead;
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PxU16 pad;
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};
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class PxgAggregateBuffer : public PxUserAllocated
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{
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public:
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PxgAggregateBuffer(PxgHeapMemoryAllocatorManager* heapMemoryManager);
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PxgCudaBuffer updateBoundIndices;
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PxgCudaBufferN<2> boundIndices;
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PxgCudaBufferN<2> sortedProjections;
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PxgCudaBufferN<2> sortedHandles;
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PxgCudaBufferN<2> sapBox1D;
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PxgCudaBufferN<2> startMasks;
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PxgCudaBufferN<2> comparisons;
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};
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}
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#endif |