1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 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 nvidia
{
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;
};
}
}
|