//
// 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) 2008-2019 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<char*>(&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 <typename T, size_t N>
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 <class T>
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 <class T, class E1>
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
	asm("int $3");
#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 <typename T>
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
