// // 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 "EmitterGeomBase.h" namespace nvidia { namespace emitter { /* Return percentage of new volume not covered by old volume */ float EmitterGeomBase::computeNewlyCoveredVolume( const PxMat44& oldPose, const PxMat44& newPose, float scale, QDSRand& rand) const { // estimate by sampling const uint32_t numSamples = 100; uint32_t numOutsideOldVolume = 0; for (uint32_t i = 0; i < numSamples; i++) { if (!isInEmitter(randomPosInFullVolume(PxMat44(newPose) * scale, rand), PxMat44(oldPose) * scale)) { numOutsideOldVolume++; } } return (float) numOutsideOldVolume / numSamples; } // TODO make better, this is very slow when emitter moves slowly // SJB: I'd go one further, this seems mildly retarted PxVec3 EmitterGeomBase::randomPosInNewlyCoveredVolume(const PxMat44& pose, const PxMat44& oldPose, QDSRand& rand) const { PxVec3 pos; do { pos = randomPosInFullVolume(pose, rand); } while (isInEmitter(pos, oldPose)); return pos; } } } // namespace nvidia::apex