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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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/*****************************************************************************
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*
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* $/Plasma20/Sources/Plasma/NucleusLib/pnUtils/Private/pnUtMath.h
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*
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***/
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#ifndef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNUTILS_PRIVATE_PNUTMATH_H
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#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNUTILS_PRIVATE_PNUTMATH_H
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#include "Pch.h"
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/*****************************************************************************
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*
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* Bit manipulation functions
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*
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***/
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unsigned MathHighBitPos (uint32_t val);
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//===========================================================================
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inline unsigned MathBitCount (uint32_t val) {
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val = val - ((val >> 1) & 033333333333) - ((val >> 2) & 011111111111);
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val = ((val + (val >> 3)) & 030707070707);
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val = val + (val >> 6);
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val = (val + (val >> 12) + (val >> 24)) & 077;
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return val;
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}
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//===========================================================================
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inline unsigned MathBitMaskCreate (unsigned count) {
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ASSERT(count <= 8 * sizeof(unsigned));
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return count ? ((2 << (count - 1)) - 1) : 0;
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}
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//===========================================================================
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inline uint32_t MathHighBitValue (uint32_t val) {
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return val ? 1 << MathHighBitPos(val) : 0;
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}
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//===========================================================================
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inline bool MathIsPow2 (unsigned val) {
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return !(val & (val - 1));
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}
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//===========================================================================
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inline unsigned MathLowBitValue (unsigned val) {
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return val & ~(val - 1);
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}
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//===========================================================================
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inline unsigned MathNextMultiplePow2 (unsigned val, unsigned multiple) {
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ASSERT(multiple);
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ASSERT(MathIsPow2(multiple));
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return (val + (multiple - 1)) & ~(multiple - 1);
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}
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//===========================================================================
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inline uint32_t MathNextPow2 (uint32_t val) {
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return MathIsPow2(val) ? val : 1 << (MathHighBitPos(val) + 1);
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}
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#endif
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