// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 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