Jolt Physics
A multi core friendly Game Physics Engine
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PhysicsUpdateContext::BodyPairQueue Struct Reference

#include <PhysicsUpdateContext.h>

Public Attributes

atomic< uint32mWriteIdx { 0 }
 Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
 
uint8 mPadding1 [JPH_CACHE_LINE_SIZE - sizeof(atomic< uint32 >)]
 Moved to own cache line to avoid conflicts with consumer jobs.
 
atomic< uint32mReadIdx { 0 }
 Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)
 
uint8 mPadding2 [JPH_CACHE_LINE_SIZE - sizeof(atomic< uint32 >)]
 Moved to own cache line to avoid conflicts with producer/consumer jobs.
 

Member Data Documentation

◆ mPadding1

uint8 PhysicsUpdateContext::BodyPairQueue::mPadding1[JPH_CACHE_LINE_SIZE - sizeof(atomic< uint32 >)]

Moved to own cache line to avoid conflicts with consumer jobs.

◆ mPadding2

uint8 PhysicsUpdateContext::BodyPairQueue::mPadding2[JPH_CACHE_LINE_SIZE - sizeof(atomic< uint32 >)]

Moved to own cache line to avoid conflicts with producer/consumer jobs.

◆ mReadIdx

atomic<uint32> PhysicsUpdateContext::BodyPairQueue::mReadIdx { 0 }

Next index to read in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)

◆ mWriteIdx

atomic<uint32> PhysicsUpdateContext::BodyPairQueue::mWriteIdx { 0 }

Next index to write in mBodyPair array (need to add thread index * mMaxBodyPairsPerQueue and modulo mMaxBodyPairsPerQueue)


The documentation for this struct was generated from the following file: