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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.
+
+#pragma once
+
+#include "Allocator.h"
+
+namespace physx
+{
+namespace cloth
+{
+
+struct MovingAverage
+{
+ struct Element
+ {
+ uint32_t mCount;
+ float mValue;
+ };
+
+ public:
+ MovingAverage(uint32_t n = 1) : mCount(0), mSize(n)
+ {
+ }
+
+ bool empty() const
+ {
+ return mData.empty();
+ }
+
+ uint32_t size() const
+ {
+ return mSize;
+ }
+
+ void resize(uint32_t n)
+ {
+ PX_ASSERT(n);
+ mSize = n;
+ trim();
+ }
+
+ void reset()
+ {
+ mData.resize(0);
+ mCount = 0;
+ }
+
+ void push(uint32_t n, float value)
+ {
+ n = PxMin(n, mSize);
+
+ if(mData.empty() || mData.back().mValue != value)
+ {
+ Element element = { n, value };
+ mData.pushBack(element);
+ }
+ else
+ {
+ mData.back().mCount += n;
+ }
+
+ mCount += n;
+ trim();
+ }
+
+ float average() const
+ {
+ PX_ASSERT(!mData.empty());
+
+ float sum = 0.0f;
+ Vector<Element>::Type::ConstIterator it = mData.begin(), end = mData.end();
+ for(; it != end; ++it)
+ sum += it->mCount * it->mValue;
+
+ // linear weight ramps at both ends for smoother average
+ uint32_t n = mCount / 8;
+ float ramp = 0.0f, temp = 0.0f;
+ uint32_t countLo = (it = mData.begin())->mCount;
+ uint32_t countHi = (--end)->mCount;
+ for(uint32_t i = 0; i < n; ++i)
+ {
+ if(i == countLo)
+ countLo += (++it)->mCount;
+ if(i == countHi)
+ countHi += (--end)->mCount;
+
+ temp += it->mValue + end->mValue;
+ ramp += temp;
+ }
+
+ uint32_t num = (mCount - n) * (n + 1);
+ return (sum * (n + 1) - ramp) / num;
+ }
+
+ private:
+ // remove oldest (front) values until mCount<=mSize
+ void trim()
+ {
+ Vector<Element>::Type::Iterator it = mData.begin();
+ for(uint32_t k = mSize; k < mCount; it += k <= mCount)
+ {
+ k += it->mCount;
+ it->mCount = k - mCount;
+ }
+
+ if(it != mData.begin())
+ mData.assign(it, mData.end());
+
+ mCount = PxMin(mCount, mSize);
+ }
+
+ Vector<Element>::Type mData;
+
+ uint32_t mCount;
+ uint32_t mSize;
+};
+}
+}