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// 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) 2008-2016 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 "SampleRandomPrecomputed.h"
#include "PhysXSample.h"
#include "SampleAllocator.h"
#include "PxTkStream.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;
}
SampleRandomPrecomputed::SampleRandomPrecomputed(PhysXSample& app)
: mPrecomputedRandomSequence(NULL),
mPrecomputedRandomSequenceCount(0)
{
mPrecomputedRandomSequence = (PxF32*)SAMPLE_ALLOC(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<PRECOMPUTED_RANDOM_SEQUENCE_SIZE;i++)
{
mPrecomputedRandomSequence[i] = float(rand()) * denom;
}
mPrecomputedRandomSequence[PRECOMPUTED_RANDOM_SEQUENCE_SIZE]=1.0f;
PxDefaultFileOutputStream stream(filename);
stream.write(mPrecomputedRandomSequence,sizeof(PxF32)*(PRECOMPUTED_RANDOM_SEQUENCE_SIZE+1));
#else
const char* filename = getSampleMediaFilename("SampleBaseRandomSequence");
PxDefaultFileInputData stream(filename);
if(!stream.isValid())
app.fatalError("SampleBaseRandomSequence file not found");
stream.read(mPrecomputedRandomSequence,sizeof(PxF32)*(PRECOMPUTED_RANDOM_SEQUENCE_SIZE+1));
const bool mismatch = (1.0f != mPrecomputedRandomSequence[PRECOMPUTED_RANDOM_SEQUENCE_SIZE]);
if(mismatch)
{
for(PxU32 i=0;i<PRECOMPUTED_RANDOM_SEQUENCE_SIZE;i++)
{
mPrecomputedRandomSequence[i]=flip(&mPrecomputedRandomSequence[i]);
}
}
#endif
}
SampleRandomPrecomputed::~SampleRandomPrecomputed()
{
SAMPLE_FREE(mPrecomputedRandomSequence);
mPrecomputedRandomSequenceCount=0;
}
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