// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PSFOUNDATION_PSINLINEARRAY_H #define PSFOUNDATION_PSINLINEARRAY_H #include "PsArray.h" #include "PsInlineAllocator.h" namespace physx { namespace shdfnd { // array that pre-allocates for N elements template ::Type> class InlineArray : public Array > { typedef InlineAllocator Allocator; public: InlineArray(const PxEMPTY v) : Array(v) { if(isInlined()) this->mData = reinterpret_cast(Array::getInlineBuffer()); } PX_INLINE bool isInlined() const { return Allocator::isBufferUsed(); } PX_INLINE explicit InlineArray(const Alloc& alloc = Alloc()) : Array(alloc) { this->mData = this->allocate(N); this->mCapacity = N; } }; } // namespace shdfnd } // namespace physx #endif // #ifndef PSFOUNDATION_PSINLINEARRAY_H