// // 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) 2008-2019 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 PSFOUNDATION_PSUTILITIES_H #define PSFOUNDATION_PSUTILITIES_H #include "foundation/PxVec3.h" #include "foundation/PxAssert.h" #include "Ps.h" #include "PsIntrinsics.h" #include "PsBasicTemplates.h" namespace physx { namespace shdfnd { PX_INLINE char littleEndian() { int i = 1; return *(reinterpret_cast(&i)); } // PT: checked casts PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 to32(PxU64 value) { PX_ASSERT(value <= 0xffffffff); return PxU32(value); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxU16 to16(PxU32 value) { PX_ASSERT(value <= 0xffff); return PxU16(value); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxU16 value) { PX_ASSERT(value <= 0xff); return PxU8(value); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxU32 value) { PX_ASSERT(value <= 0xff); return PxU8(value); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxI32 value) { PX_ASSERT(value <= 0xff); PX_ASSERT(value >= 0); return PxU8(value); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxI8 toI8(PxU32 value) { PX_ASSERT(value <= 0x7f); return PxI8(value); } /*! Get number of elements in array */ template char (&ArraySizeHelper(T (&array)[N]))[N]; #define PX_ARRAY_SIZE(_array) (sizeof(physx::shdfnd::ArraySizeHelper(_array))) /*! Sort two elements using operator< On return x will be the smaller of the two */ template PX_CUDA_CALLABLE PX_FORCE_INLINE void order(T& x, T& y) { if(y < x) swap(x, y); } // most architectures can do predication on real comparisons, and on VMX, it matters PX_CUDA_CALLABLE PX_FORCE_INLINE void order(PxReal& x, PxReal& y) { PxReal newX = PxMin(x, y); PxReal newY = PxMax(x, y); x = newX; y = newY; } /*! Sort two elements using operator< and also keep order of any extra data */ template PX_CUDA_CALLABLE PX_FORCE_INLINE void order(T& x, T& y, E1& xe1, E1& ye1) { if(y < x) { swap(x, y); swap(xe1, ye1); } } #if PX_GCC_FAMILY && !PX_EMSCRIPTEN && !PX_LINUX __attribute__((noreturn)) #endif PX_INLINE void debugBreak() { #if PX_WINDOWS || PX_XBOXONE __debugbreak(); #elif PX_ANDROID raise(SIGTRAP); // works better than __builtin_trap. Proper call stack and can be continued. #elif PX_LINUX asm("int $3"); #elif PX_GCC_FAMILY __builtin_trap(); #else PX_ASSERT(false); #endif } bool checkValid(const float&); bool checkValid(const PxVec3&); bool checkValid(const PxQuat&); bool checkValid(const PxMat33&); bool checkValid(const PxTransform&); bool checkValid(const char*); // equivalent to std::max_element template inline const T* maxElement(const T* first, const T* last) { const T* m = first; for(const T* it = first + 1; it < last; ++it) if(*m < *it) m = it; return m; } } // namespace shdfnd } // namespace physx #endif