// 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. #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