Projekt_Grafika/dependencies/physx-4.1/source/foundation/include/PsUtilities.h

166 lines
4.3 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) 2008-2019 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<char*>(&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 <typename T, size_t N>
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 <class T>
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 <class T, class E1>
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 <typename T>
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