// // 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) 2008-2018 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 "TerrainRandomSamplePrecompute.h" #include "SceneVehicle.h" #include "PxTkStream.h" #include "MediaPath.h" using namespace PxToolkit; #define WRITE_SEQUENCE 0 PX_FORCE_INLINE PxF32 flip(const PxF32* v) { const PxU8* b = (const PxU8*)v; PxF32 f; PxU8* bf = (PxU8*)&f; bf[0] = b[3]; bf[1] = b[2]; bf[2] = b[1]; bf[3] = b[0]; return f; } TerrainRandomSamplePrecompute::TerrainRandomSamplePrecompute(SceneVehicle& app, const char* resourcePath) : mPrecomputedRandomSequence(NULL), mPrecomputedRandomSequenceCount(0) { mPrecomputedRandomSequence = new PxF32[(sizeof(PxF32)*(PRECOMPUTED_RANDOM_SEQUENCE_SIZE + 1))]; #if WRITE_SEQUENCE char buffer[256]; const char* filename = getSampleOutputDirManager().getFilePath("SampleBaseRandomSequence", buffer, false); const PxF32 denom = (1.0f / float(RAND_MAX)); for (PxU32 i = 0; i