142 lines
4.5 KiB
C++
142 lines
4.5 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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#include "GuActorShapeMap.h"
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#include "foundation/PxMemory.h"
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using namespace physx;
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using namespace Gu;
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namespace physx
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{
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namespace Gu
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{
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/*PX_FORCE_INLINE*/ uint32_t PxComputeHash(const ActorShapeMap::ActorShape& owner)
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{
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PX_ASSERT(!(size_t(owner.mActor)&3));
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PX_ASSERT(!(size_t(owner.mShape)&3));
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const uint32_t id0 = uint32_t(size_t(owner.mActor)>>2);
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const uint32_t id1 = uint32_t(size_t(owner.mShape)>>2);
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const uint64_t mix = (uint64_t(id0)<<32)|uint64_t(id1);
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return ::PxComputeHash(mix);
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}
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}
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}
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ActorShapeMap::ActorShapeMap() : mCacheSize(0), mCache(NULL)
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{
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}
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ActorShapeMap::~ActorShapeMap()
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{
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PX_FREE(mCache);
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}
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void ActorShapeMap::resizeCache(PxU32 index)
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{
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PxU32 size = mCacheSize ? mCacheSize*2 : 64;
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const PxU32 minSize = index+1;
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if(minSize>size)
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size = minSize*2;
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Cache* items = PX_ALLOCATE(Cache, size, "Cache");
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if(mCache)
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PxMemCopy(items, mCache, mCacheSize*sizeof(Cache));
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PxMemZero(items+mCacheSize, (size-mCacheSize)*sizeof(Cache));
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PX_FREE(mCache);
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mCache = items;
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mCacheSize = size;
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}
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bool ActorShapeMap::add(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData actorShapeData)
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{
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if(actorIndex!=PX_INVALID_INDEX)
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{
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if(actorIndex>=mCacheSize)
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resizeCache(actorIndex);
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//if(!mCache[actorIndex].mActor)
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if(!mCache[actorIndex].mShape)
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{
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//mCache[actorIndex].mActor = actor;
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mCache[actorIndex].mShape = shape;
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mCache[actorIndex].mData = actorShapeData;
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return true;
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}
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//PX_ASSERT(mCache[actorIndex].mActor==actor);
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PX_ASSERT(mCache[actorIndex].mShape);
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if(mCache[actorIndex].mShape==shape)
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{
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mCache[actorIndex].mData = actorShapeData;
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return false;
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}
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}
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return mDatabase.insert(ActorShape(actor, shape), actorShapeData);
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}
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bool ActorShapeMap::remove(PxU32 actorIndex, const void* actor, const void* shape, ActorShapeData* removed)
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{
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if(actorIndex!=PX_INVALID_INDEX)
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{
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//if(mCache[actorIndex].mActor==actor && mCache[actorIndex].mShape==shape)
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if(mCache[actorIndex].mShape==shape)
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{
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//mCache[actorIndex].mActor = NULL;
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mCache[actorIndex].mShape = NULL;
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PX_ASSERT(!mDatabase.erase(ActorShape(actor, shape)));
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if(removed)
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*removed = mCache[actorIndex].mData;
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return true;
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}
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}
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PxHashMap<ActorShape, ActorShapeData>::Entry removedEntry;
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const bool found = mDatabase.erase(ActorShape(actor, shape), removedEntry);
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if(found && removed)
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*removed = removedEntry.second;
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return found;
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}
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ActorShapeData ActorShapeMap::find(PxU32 actorIndex, const void* actor, const void* shape) const
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{
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if(actorIndex!=PX_INVALID_INDEX)
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{
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if(mCache[actorIndex].mShape==shape)
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//if(mCache[actorIndex].mActor==actor && mCache[actorIndex].mShape==shape)
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{
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return mCache[actorIndex].mData;
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}
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}
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const PxHashMap<ActorShape, ActorShapeData>::Entry* e = mDatabase.find(ActorShape(actor, shape));
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PX_ASSERT(e);
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return e->second;
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}
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