Files
XCEngine/engine/third_party/physx/source/gpusimulationcontroller/include/PxgConstraintIdMap.h

85 lines
3.2 KiB
C++

// 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 PXG_CONSTRAINT_ID_MAP_H
#define PXG_CONSTRAINT_ID_MAP_H
#include "foundation/PxSimpleTypes.h"
#include "foundation/PxAssert.h"
#if PX_CUDA_COMPILER
#include "assert.h"
#endif
namespace physx
{
// maps the constraint/joint ID to the internal joint data ID. This is used for direct GPU API
// operations to use the same constraint/joint ID on the public interface level as long as the
// constraint/joint stays in the same scene. In particular, changing actors of a constraint/joint
// should be transparent to users and can be achieved using this map.
class PxgConstraintIdMapEntry
{
public:
static const PxU32 eINVALID_ID = 0xffffFFFF;
PX_CUDA_CALLABLE PX_FORCE_INLINE PxgConstraintIdMapEntry()
: mJointDataId(eINVALID_ID)
{
}
PX_CUDA_CALLABLE PX_FORCE_INLINE void invalidate()
{
mJointDataId = eINVALID_ID;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE void setJointDataId(PxU32 jointDataId)
{
#if PX_CUDA_COMPILER
assert(jointDataId < eINVALID_ID); // until PX_ASSERT works on GPU (see PX-4133)
#else
PX_ASSERT(jointDataId < eINVALID_ID);
#endif
mJointDataId = jointDataId;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 getJointDataId() const
{
return mJointDataId;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE bool isJointDataIdValid() const { return (mJointDataId != eINVALID_ID); }
private:
// maps the constraint/joint ID to the internal GPU joint data ID. eINVALID_ID is used if the
// joint/constraint is unmapped/removed or inactive.
PxU32 mJointDataId;
};
}
#endif // PXG_CONSTRAINT_ID_MAP_H