genesis-3d_engine/Engine/ExtIncludes/physX3/windows/foundation/PxUnionCast.h

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// 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
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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// 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
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// Copyright (c) 2008-2013 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 PX_FOUNDATION_PX_UNION_CAST_H
#define PX_FOUNDATION_PX_UNION_CAST_H
#include "foundation/PxPreprocessor.h"
/** \addtogroup foundation
@{
*/
#ifndef PX_DOXYGEN
namespace physx
{
#endif
template<class A, class B> PX_FORCE_INLINE A PxUnionCast(B b)
{
union AB
{
AB(B bb)
: _b(bb)
{
}
B _b;
A _a;
} u(b);
return u._a;
}
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif