// 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_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 #if (PX_X64 || PX_X64) asm("int $3"); #else raise(SIGTRAP); #endif #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