// // 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) 2008-2019 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