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# sdk/lowlevel/source/NvBlastSupportGraph.h

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    00001 // This code contains NVIDIA Confidential Information and is disclosed to you
    00002 // under a form of NVIDIA software license agreement provided separately to you.
    00003 //
    00004 // Notice
    00005 // NVIDIA Corporation and its licensors retain all intellectual property and
    00006 // proprietary rights in and to this software and related documentation and
    00007 // any modifications thereto. Any use, reproduction, disclosure, or
    00008 // distribution of this software and related documentation without an express
    00009 // license agreement from NVIDIA Corporation is strictly prohibited.
    00010 //
    00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
    00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
    00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
    00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
    00015 //
    00016 // Information and code furnished is believed to be accurate and reliable.
    00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
    00018 // information or for any infringement of patents or other rights of third parties that may
    00019 // result from its use. No license is granted by implication or otherwise under any patent
    00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
    00021 // This code supersedes and replaces all information previously supplied.
    00022 // NVIDIA Corporation products are not authorized for use as critical
    00023 // components in life support devices or systems without express written approval of
    00024 // NVIDIA Corporation.
    00025 //
    00026 // Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved.
    00027
    00028
    00029 #ifndef NVBLASTSUPPORTGRAPH_H
    00030 #define NVBLASTSUPPORTGRAPH_H
    00031
    00032
    00033 #include "NvBlastIndexFns.h"
    00034 #include "NvBlastMemory.h"
    00035
    00036 namespace Nv
    00037 {
    00038 namespace Blast
    00039 {
    00040
    00076 struct SupportGraph
    00077 {
    00081     uint32_t    m_nodeCount;
    00082
    00088     NvBlastBlockArrayData(uint32_t, m_chunkIndicesOffset, getChunkIndices, m_nodeCount);
    00089
    00101     NvBlastBlockArrayData(uint32_t, m_adjacencyPartitionOffset, getAdjacencyPartition, m_nodeCount + 1);
    00102
    00108     NvBlastBlockArrayData(uint32_t, m_adjacentNodeIndicesOffset, getAdjacentNodeIndices, getAdjacencyPartition()[m_nodeCount]);
    00109
    00115     NvBlastBlockArrayData(uint32_t, m_adjacentBondIndicesOffset, getAdjacentBondIndices, getAdjacencyPartition()[m_nodeCount]);
    00116
    00123     uint32_t    findBond(uint32_t nodeIndex0, uint32_t nodeIndex1) const;
    00124 };
    00125
    00126
    00128
    00129 NV_INLINE uint32_t SupportGraph::findBond(uint32_t nodeIndex0, uint32_t nodeIndex1) const
    00130 {
    00131     const uint32_t* adjacencyPartition = getAdjacencyPartition();
    00132     const uint32_t* adjacentNodeIndices = getAdjacentNodeIndices();
    00133     const uint32_t* adjacentBondIndices = getAdjacentBondIndices();
    00134
    00135     // Iterate through all neighbors of nodeIndex0 chunk
    00136     for (uint32_t i = adjacencyPartition[nodeIndex0]; i < adjacencyPartition[nodeIndex0 + 1]; i++)
    00137     {
    00138         if (adjacentNodeIndices[i] == nodeIndex1)
    00139         {
    00140             return adjacentBondIndices[i];
    00141         }
    00142     }
    00143
    00144     return invalidIndex<uint32_t>();
    00145 }
    00146
    00147 } // namespace Blast
    00148 } // namespace Nv
    00149
    00150
    00151 #endif // ifndef NVBLASTSUPPORTGRAPH_H

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