// // 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. #include "foundation/PxMat33.h" #include "foundation/PxQuat.h" #include "foundation/PxTransform.h" #include "PsUtilities.h" #include "PsUserAllocated.h" #include "PsFPU.h" namespace physx { namespace shdfnd { bool checkValid(const float& f) { return PxIsFinite(f); } bool checkValid(const PxVec3& v) { return PxIsFinite(v.x) && PxIsFinite(v.y) && PxIsFinite(v.z); } bool checkValid(const PxTransform& t) { return checkValid(t.p) && checkValid(t.q); } bool checkValid(const PxQuat& q) { return PxIsFinite(q.x) && PxIsFinite(q.y) && PxIsFinite(q.z) && PxIsFinite(q.w); } bool checkValid(const PxMat33& m) { return PxIsFinite(m(0, 0)) && PxIsFinite(m(1, 0)) && PxIsFinite(m(2, 0)) && PxIsFinite(m(0, 1)) && PxIsFinite(m(1, 1)) && PxIsFinite(m(2, 1)) && PxIsFinite(m(0, 3)) && PxIsFinite(m(1, 3)) && PxIsFinite(m(2, 3)); } bool checkValid(const char* string) { static const PxU32 maxLength = 4096; return strnlen(string, maxLength) != maxLength; } } // namespace shdfnd } // namespace physx