// // 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) 2018 NVIDIA Corporation. All rights reserved. #include "Apex.h" #include "variable_oscillator.h" #include "PxMath.h" namespace nvidia { namespace apex { variableOscillator::variableOscillator(float min, float max, float initial, float period) : mMin(min), mMax(max), mPeriod(period), mStartVal(initial), mLastVal(initial) { mCumTime = 0.0f; mGoingUp = true; mEndVal = computeEndVal(mMin, mMax); } variableOscillator::~variableOscillator() { } float variableOscillator::computeEndVal(float current, float maxOrMin) { float target; float maxDelta; float quarterVal; // compute the max range of the oscillator maxDelta = maxOrMin - current; // find the 'lower bound' of the oscillator peak quarterVal = current + (maxDelta / 4.0f); // get a rand between 0 and 1 target = (float) ::rand() / (float) RAND_MAX; // scale the rand to the range we want target = target * PxAbs(quarterVal - maxOrMin); // add the offset to the scaled random number. if (current < maxOrMin) { target = target + quarterVal; } else { target = quarterVal - target; } return(target); } float variableOscillator::updateVariableOscillator(float deltaTime) { float returnVal; float halfRange; mCumTime += deltaTime; // has the function crossed a max or a min? if ((mGoingUp && (mCumTime > (mPeriod / 2.0f))) || (!mGoingUp && (mCumTime > mPeriod))) { mStartVal = mLastVal; if (mGoingUp) { mEndVal = computeEndVal(mStartVal, mMin); } else { mEndVal = computeEndVal(mStartVal, mMax); mCumTime = mCumTime - mPeriod; } mGoingUp = !mGoingUp; } halfRange = 0.5f * PxAbs(mEndVal - mStartVal); returnVal = -halfRange * PxCos(mCumTime * PxTwoPi / mPeriod) + halfRange + PxMin(mStartVal, mEndVal); mLastVal = returnVal; return(returnVal); } } } // namespace nvidia::apex