// 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. #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::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::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::Type mData; uint32_t mCount; uint32_t mSize; }; } }