// // 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. #ifndef TERRAIN_RANDOM_SAMPLE_PRECOMPUTED_H #define TERRAIN_RANDOM_SAMPLE_PRECOMPUTED_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxAssert.h" using namespace physx; class SceneVehicle; class TerrainRandomSamplePrecompute { public: TerrainRandomSamplePrecompute(SceneVehicle& app, const char* resourcePath); ~TerrainRandomSamplePrecompute(); PxF32 getRandom() const { return mPrecomputedRandomSequence[(mPrecomputedRandomSequenceCount++) % PRECOMPUTED_RANDOM_SEQUENCE_SIZE]; } PxF32 getRandomInRange(const PxF32 a, const PxF32 b) { PX_ASSERT(b>a); return a + (b - a)*getRandom(); } private: enum { PRECOMPUTED_RANDOM_SEQUENCE_SIZE = 65536 }; PxF32* mPrecomputedRandomSequence; mutable PxU32 mPrecomputedRandomSequenceCount; }; #endif //TERRAIN_RANDOM_SAMPLE_PRECOMPUTED_H