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XCEngine/engine/third_party/physx/source/lowleveldynamics/src/DyDynamicsBase.h

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// 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 DY_DYNAMICS_BASE_H
#define DY_DYNAMICS_BASE_H
#include "DyContext.h"
#include "DyThreadContext.h"
#include "PxvNphaseImplementationContext.h"
#include "PxsIslandManagerTypes.h"
#include "solver/PxSolverDefs.h"
namespace physx
{
namespace Cm
{
class FlushPool;
}
namespace IG
{
class SimpleIslandManager;
}
namespace Dy
{
// PT: base class containing code and data shared between PGS and TGS. Ideally this would just be named "DynamicsContext" and the PGS
// context would have been renamed "DynamicsPGSContext" (to match DynamicsTGSContext) but let's limit the gratuitous changes for now.
class DynamicsContextBase : public Context
{
PX_NOCOPY(DynamicsContextBase)
public:
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
);
virtual ~DynamicsContextBase();
/**
\brief Allocates and returns a thread context object.
\return A thread context.
*/
PX_FORCE_INLINE ThreadContext* getThreadContext() { return mThreadContextPool.get(); }
/**
\brief Returns a thread context to the thread context pool.
\param[in] context The thread context to return to the thread context pool.
*/
void putThreadContext(ThreadContext* context) { mThreadContextPool.put(context); }
PX_FORCE_INLINE ThresholdStream& getThresholdStream() { return *mThresholdStream; }
PX_FORCE_INLINE PxvSimStats& getSimStats() { return mSimStats; }
PX_FORCE_INLINE Cm::FlushPool& getTaskPool() { return mTaskPool; }
PX_FORCE_INLINE PxU32 getKinematicCount() const { return mKinematicCount; }
PxcThreadCoherentCache<ThreadContext, PxcNpMemBlockPool> mThreadContextPool; // A thread context pool
PxsMaterialManager* mMaterialManager;
Cm::FlushPool& mTaskPool;
PxsContactManagerOutputIterator mOutputIterator;
PxArray<PxConstraintBatchHeader> mContactConstraintBatchHeaders; // An array of contact constraint batch headers
PxArray<Cm::SpatialVector> mMotionVelocityArray; // Array of motion velocities for all bodies in the scene.
PxArray<PxsBodyCore*> mBodyCoreArray; // Array of body core pointers for all bodies in the scene.
PxArray<PxsRigidBody*> mRigidBodyArray; // Array of rigid body pointers for all bodies in the scene.
PxArray<FeatherstoneArticulation*> mArticulationArray; // Array of articulation pointers for all articulations in the scene.
ThresholdStream* mExceededForceThresholdStream[2]; // this store previous and current exceeded force thresholdStream
PxArray<PxU32> mExceededForceThresholdStreamMask;
PxArray<PxU32> mSolverBodyRemapTable; // Remaps from the "active island" index to the index within a solver island
PxArray<PxU32> mNodeIndexArray; // island node index
PxArray<PxsIndexedContactManager> mContactList;
PxU32 mKinematicCount; // The total number of kinematic bodies in the scene
PxI32 mThresholdStreamOut; // Atomic counter for the number of threshold stream elements.
PxU32 mCurrentIndex; // this is the index point to the current exceeded force threshold stream
protected:
void resetThreadContexts();
PxU32 reserveSharedSolverConstraintsArrays(const IG::IslandSim& islandSim, PxU32 maxArticulationLinks);
};
}
}
#endif