// 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 QUANTIZER_H #define QUANTIZER_H #include "foundation/Px.h" namespace physx { ////////////////////////////////////////////////////////////////////////// // K-means quantization class // see http://en.wikipedia.org/wiki/K-means_clustering // implementation from John Ratcliff http://codesuppository.blogspot.ch/2010/12/k-means-clustering-algorithm.html class Quantizer { public: // quantize the input vertices virtual const PxVec3* kmeansQuantize3D(PxU32 vcount, const PxVec3 *vertices, PxU32 stride, bool denormalizeResults, PxU32 maxVertices, PxU32 &outVertsCount) = 0; // returns the denormalized scale virtual const PxVec3& getDenormalizeScale(void) const = 0; // returns the denormalized center virtual const PxVec3& getDenormalizeCenter(void) const = 0; // release internal data virtual void release(void) = 0; protected: virtual ~Quantizer(void) { } }; // creates the quantizer class Quantizer * createQuantizer(void); } #endif