// // 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) 2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #pragma once #include "PxAssert.h" #include "Types.h" namespace nvidia { namespace cloth { template struct Range { Range(); Range(T* first, T* last); template Range(const Range& other); uint32_t size() const; bool empty() const; void popFront(); void popBack(); T* begin() const; T* end() const; T& front() const; T& back() const; T& operator[](uint32_t i) const; private: T* mFirst; T* mLast; // past last element }; template Range::Range() : mFirst(0), mLast(0) { } template Range::Range(T* first, T* last) : mFirst(first), mLast(last) { } template template Range::Range(const Range& other) : mFirst(other.begin()), mLast(other.end()) { } template uint32_t Range::size() const { return uint32_t(mLast - mFirst); } template bool Range::empty() const { return mFirst >= mLast; } template void Range::popFront() { PX_ASSERT(mFirst < mLast); ++mFirst; } template void Range::popBack() { PX_ASSERT(mFirst < mLast); --mLast; } template T* Range::begin() const { return mFirst; } template T* Range::end() const { return mLast; } template T& Range::front() const { PX_ASSERT(mFirst < mLast); return *mFirst; } template T& Range::back() const { PX_ASSERT(mFirst < mLast); return mLast[-1]; } template T& Range::operator[](uint32_t i) const { PX_ASSERT(mFirst + i < mLast); return mFirst[i]; } } // namespace cloth } // namespace nvidia