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physx/source/foundation/include/PsUtilities.h
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physx/source/foundation/include/PsUtilities.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PSFOUNDATION_PSUTILITIES_H
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#define PSFOUNDATION_PSUTILITIES_H
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#include "foundation/PxVec3.h"
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#include "foundation/PxAssert.h"
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#include "Ps.h"
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#include "PsIntrinsics.h"
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#include "PsBasicTemplates.h"
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namespace physx
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{
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namespace shdfnd
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{
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PX_INLINE char littleEndian()
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{
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int i = 1;
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return *(reinterpret_cast<char*>(&i));
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}
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// PT: checked casts
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 to32(PxU64 value)
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{
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PX_ASSERT(value <= 0xffffffff);
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return PxU32(value);
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU16 to16(PxU32 value)
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{
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PX_ASSERT(value <= 0xffff);
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return PxU16(value);
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxU16 value)
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{
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PX_ASSERT(value <= 0xff);
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return PxU8(value);
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxU32 value)
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{
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PX_ASSERT(value <= 0xff);
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return PxU8(value);
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxI32 value)
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{
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PX_ASSERT(value <= 0xff);
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PX_ASSERT(value >= 0);
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return PxU8(value);
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxI8 toI8(PxU32 value)
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{
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PX_ASSERT(value <= 0x7f);
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return PxI8(value);
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}
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/*!
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Get number of elements in array
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*/
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template <typename T, size_t N>
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char (&ArraySizeHelper(T (&array)[N]))[N];
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#define PX_ARRAY_SIZE(_array) (sizeof(physx::shdfnd::ArraySizeHelper(_array)))
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/*!
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Sort two elements using operator<
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On return x will be the smaller of the two
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*/
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template <class T>
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PX_CUDA_CALLABLE PX_FORCE_INLINE void order(T& x, T& y)
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{
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if(y < x)
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swap(x, y);
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}
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// most architectures can do predication on real comparisons, and on VMX, it matters
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PX_CUDA_CALLABLE PX_FORCE_INLINE void order(PxReal& x, PxReal& y)
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{
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PxReal newX = PxMin(x, y);
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PxReal newY = PxMax(x, y);
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x = newX;
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y = newY;
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}
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/*!
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Sort two elements using operator< and also keep order
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of any extra data
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*/
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template <class T, class E1>
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PX_CUDA_CALLABLE PX_FORCE_INLINE void order(T& x, T& y, E1& xe1, E1& ye1)
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{
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if(y < x)
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{
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swap(x, y);
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swap(xe1, ye1);
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}
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}
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#if PX_GCC_FAMILY && !PX_EMSCRIPTEN && !PX_LINUX
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__attribute__((noreturn))
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#endif
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PX_INLINE void debugBreak()
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{
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#if PX_WINDOWS || PX_XBOXONE || PX_XBOX_SERIES_X
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__debugbreak();
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#elif PX_ANDROID
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raise(SIGTRAP); // works better than __builtin_trap. Proper call stack and can be continued.
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#elif PX_LINUX
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asm("int $3");
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#elif PX_GCC_FAMILY
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__builtin_trap();
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#else
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PX_ASSERT(false);
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#endif
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}
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bool checkValid(const float&);
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bool checkValid(const PxVec3&);
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bool checkValid(const PxQuat&);
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bool checkValid(const PxMat33&);
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bool checkValid(const PxTransform&);
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bool checkValid(const char*);
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// equivalent to std::max_element
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template <typename T>
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inline const T* maxElement(const T* first, const T* last)
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{
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const T* m = first;
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for(const T* it = first + 1; it < last; ++it)
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if(*m < *it)
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m = it;
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return m;
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}
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} // namespace shdfnd
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} // namespace physx
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#endif
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