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/*
* 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 "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
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