/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #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