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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Documentation/PhysXAPI/files/PxAssert_8h-source.html | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxAssert_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxAssert_8h-source.html | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxAssert_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxAssert_8h-source.html new file mode 100644 index 00000000..d67195aa --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxAssert_8h-source.html @@ -0,0 +1,117 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxAssert.h Source File</title> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css"> + </head> + + <body bgcolor="#FFFFFF"> + <div id="header"> + <hr class="first"> + <img alt="" src="images/PhysXlogo.png" align="middle"> <br> + <center> + <a class="qindex" href="main.html">Main Page</a> + <a class="qindex" href="hierarchy.html">Class Hierarchy</a> + <a class="qindex" href="annotated.html">Compound List</a> + <a class="qindex" href="functions.html">Compound Members</a> + </center> + <hr class="second"> + </div> +<!-- Generated by Doxygen 1.5.8 --> +<h1>PxAssert.h</h1><a href="PxAssert_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span> +<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span> +<a name="l00003"></a>00003 <span class="comment">//</span> +<a name="l00004"></a>00004 <span class="comment">// Notice</span> +<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span> +<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span> +<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span> +<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span> +<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span> +<a name="l00010"></a>00010 <span class="comment">//</span> +<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span> +<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span> +<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span> +<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span> +<a name="l00015"></a>00015 <span class="comment">//</span> +<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span> +<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span> +<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span> +<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span> +<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span> +<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span> +<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span> +<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span> +<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span> +<a name="l00025"></a>00025 <span class="comment">//</span> +<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.</span> +<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span> +<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.</span> +<a name="l00029"></a>00029 +<a name="l00030"></a>00030 <span class="preprocessor">#ifndef PXFOUNDATION_PXASSERT_H</span> +<a name="l00031"></a>00031 <span class="preprocessor"></span><span class="preprocessor">#define PXFOUNDATION_PXASSERT_H</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span> +<a name="l00036"></a>00036 <span class="preprocessor">#include "<a class="code" href="Px_8h.html">foundation/Px.h</a>"</span> +<a name="l00037"></a>00037 +<a name="l00038"></a>00038 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00039"></a>00039 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00040"></a>00040 { +<a name="l00041"></a>00041 <span class="preprocessor">#endif</span> +<a name="l00042"></a>00042 <span class="preprocessor"></span> +<a name="l00043"></a>00043 <span class="comment">/* Base class to handle assert failures */</span> +<a name="l00044"></a><a class="code" href="classPxAssertHandler.html">00044</a> <span class="keyword">class </span><a class="code" href="classPxAssertHandler.html">PxAssertHandler</a> +<a name="l00045"></a>00045 { +<a name="l00046"></a>00046 <span class="keyword">public</span>: +<a name="l00047"></a><a class="code" href="classPxAssertHandler.html#65e427030347eb6bd67d859f3e562563">00047</a> <span class="keyword">virtual</span> ~<a class="code" href="classPxAssertHandler.html">PxAssertHandler</a>() +<a name="l00048"></a>00048 { +<a name="l00049"></a>00049 } +<a name="l00050"></a>00050 <span class="keyword">virtual</span> <span class="keywordtype">void</span> operator()(<span class="keyword">const</span> <span class="keywordtype">char</span>* exp, <span class="keyword">const</span> <span class="keywordtype">char</span>* file, <span class="keywordtype">int</span> line, <span class="keywordtype">bool</span>& ignore) = 0; +<a name="l00051"></a>00051 }; +<a name="l00052"></a>00052 +<a name="l00053"></a>00053 PX_FOUNDATION_API <a class="code" href="classPxAssertHandler.html">PxAssertHandler</a>& <a class="code" href="group__foundation.html#g2184ad1a4338eacc3e80cfaa1d2024e5">PxGetAssertHandler</a>(); +<a name="l00054"></a>00054 PX_FOUNDATION_API <span class="keywordtype">void</span> <a class="code" href="group__foundation.html#g315fba4871d4de90d9e36b992b43aaf6">PxSetAssertHandler</a>(<a class="code" href="classPxAssertHandler.html">PxAssertHandler</a>& handler); +<a name="l00055"></a>00055 +<a name="l00056"></a>00056 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00057"></a>00057 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00058"></a>00058 <span class="preprocessor">#endif</span> +<a name="l00059"></a>00059 <span class="preprocessor"></span> +<a name="l00060"></a>00060 <span class="preprocessor">#if !PX_ENABLE_ASSERTS</span> +<a name="l00061"></a><a class="code" href="group__foundation.html#g4a83a657390b324a460f14684e5accee">00061</a> <span class="preprocessor"></span><span class="preprocessor">#define PX_ASSERT(exp) ((void)0)</span> +<a name="l00062"></a><a class="code" href="group__foundation.html#g5ff30cdf70b6b77fc0a17427ad5ef7de">00062</a> <span class="preprocessor"></span><span class="preprocessor">#define PX_ALWAYS_ASSERT_MESSAGE(exp) ((void)0)</span> +<a name="l00063"></a><a class="code" href="group__foundation.html#g09414aeb1a283b875edb1fa83e551aca">00063</a> <span class="preprocessor"></span><span class="preprocessor">#define PX_ASSERT_WITH_MESSAGE(condition, message) ((void)0)</span> +<a name="l00064"></a>00064 <span class="preprocessor"></span><span class="preprocessor">#else</span> +<a name="l00065"></a>00065 <span class="preprocessor"></span><span class="preprocessor">#if PX_VC</span> +<a name="l00066"></a>00066 <span class="preprocessor"></span><span class="preprocessor">#define PX_CODE_ANALYSIS_ASSUME(exp) \</span> +<a name="l00067"></a>00067 <span class="preprocessor"> __analysis_assume(!!(exp)) // This macro will be used to get rid of analysis warning messages if a PX_ASSERT is used</span> +<a name="l00068"></a>00068 <span class="preprocessor"></span><span class="comment">// to "guard" illegal mem access, for example.</span> +<a name="l00069"></a>00069 <span class="preprocessor">#else</span> +<a name="l00070"></a>00070 <span class="preprocessor"></span><span class="preprocessor">#define PX_CODE_ANALYSIS_ASSUME(exp)</span> +<a name="l00071"></a>00071 <span class="preprocessor"></span><span class="preprocessor">#endif</span> +<a name="l00072"></a>00072 <span class="preprocessor"></span><span class="preprocessor">#define PX_ASSERT(exp) \</span> +<a name="l00073"></a>00073 <span class="preprocessor"> { \</span> +<a name="l00074"></a>00074 <span class="preprocessor"> static bool _ignore = false; \</span> +<a name="l00075"></a>00075 <span class="preprocessor"> ((void)((!!(exp)) || (!_ignore && (physx::PxGetAssertHandler()(#exp, __FILE__, __LINE__, _ignore), false)))); \</span> +<a name="l00076"></a>00076 <span class="preprocessor"> PX_CODE_ANALYSIS_ASSUME(exp); \</span> +<a name="l00077"></a>00077 <span class="preprocessor"> }</span> +<a name="l00078"></a>00078 <span class="preprocessor"></span><span class="preprocessor">#define PX_ALWAYS_ASSERT_MESSAGE(exp) \</span> +<a name="l00079"></a>00079 <span class="preprocessor"> { \</span> +<a name="l00080"></a>00080 <span class="preprocessor"> static bool _ignore = false; \</span> +<a name="l00081"></a>00081 <span class="preprocessor"> if(!_ignore) \</span> +<a name="l00082"></a>00082 <span class="preprocessor"> physx::PxGetAssertHandler()(exp, __FILE__, __LINE__, _ignore); \</span> +<a name="l00083"></a>00083 <span class="preprocessor"> }</span> +<a name="l00084"></a>00084 <span class="preprocessor"></span><span class="preprocessor">#define PX_ASSERT_WITH_MESSAGE(exp, message) \</span> +<a name="l00085"></a>00085 <span class="preprocessor"> { \</span> +<a name="l00086"></a>00086 <span class="preprocessor"> static bool _ignore = false; \</span> +<a name="l00087"></a>00087 <span class="preprocessor"> ((void)((!!(exp)) || (!_ignore && (physx::PxGetAssertHandler()(message, __FILE__, __LINE__, _ignore), false)))); \</span> +<a name="l00088"></a>00088 <span class="preprocessor"> PX_CODE_ANALYSIS_ASSUME(exp); \</span> +<a name="l00089"></a>00089 <span class="preprocessor"> }</span> +<a name="l00090"></a>00090 <span class="preprocessor"></span><span class="preprocessor">#endif</span> +<a name="l00091"></a>00091 <span class="preprocessor"></span> +<a name="l00092"></a><a class="code" href="group__foundation.html#g5332a7e82c543612744a0c821cf48b78">00092</a> <span class="preprocessor">#define PX_ALWAYS_ASSERT() PX_ASSERT(0)</span> +<a name="l00093"></a>00093 <span class="preprocessor"></span> +<a name="l00095"></a>00095 <span class="preprocessor">#endif // #ifndef PXFOUNDATION_PXASSERT_H</span> +</pre></div></div> + +<hr style="width: 100%; height: 2px;"><br> +Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +</body> +</html> |