Files
XCEngine/engine/third_party/physx/source/lowleveldynamics/src/DyDynamicsBase.cpp

128 lines
5.0 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.
#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<ThreadContext, PxcNpMemBlockPool> 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;
}