Separate the logic for touch caribration again
Change-Id: I59c6244674caa899af559402290160ad411d1bb5main
parent
8261a4cad7
commit
04fd04d6ff
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@ -745,41 +745,61 @@ int Correction::RankingAlgorithm::calculateFinalFreq(const int inputIndex, const
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// Score calibration by touch coordinates is being done only for pure-fat finger typing error
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// cases.
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// TODO: Remove this constraint.
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for (int i = 0; i < outputLength; ++i) {
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const int squaredDistance = correction->mDistances[i];
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if (i < adjustedProximityMatchedCount) {
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multiplyIntCapped(typedLetterMultiplier, &finalFreq);
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if (performTouchPositionCorrection) {
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for (int i = 0; i < outputLength; ++i) {
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const int squaredDistance = correction->mDistances[i];
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if (i < adjustedProximityMatchedCount) {
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multiplyIntCapped(typedLetterMultiplier, &finalFreq);
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}
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if (squaredDistance >= 0) {
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// Promote or demote the score according to the distance from the sweet spot
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static const float A = ZERO_DISTANCE_PROMOTION_RATE / 100.0f;
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static const float B = 1.0f;
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static const float C = 0.5f;
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static const float MIN = 0.3f;
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static const float R1 = NEUTRAL_SCORE_SQUARED_RADIUS;
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static const float R2 = HALF_SCORE_SQUARED_RADIUS;
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const float x = (float)squaredDistance
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/ ProximityInfo::NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR;
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const float factor = max((x < R1)
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? (A * (R1 - x) + B * x) / R1
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: (B * (R2 - x) + C * (x - R1)) / (R2 - R1), MIN);
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// factor is piecewise linear function like:
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// A -_ .
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// ^-_ .
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// B \ .
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// \_ .
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// C ------------.
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// .
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// 0 R1 R2 .
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multiplyRate((int)(factor * 100), &finalFreq);
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} else if (squaredDistance == PROXIMITY_CHAR_WITHOUT_DISTANCE_INFO) {
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multiplyRate(WORDS_WITH_PROXIMITY_CHARACTER_DEMOTION_RATE, &finalFreq);
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} else if (squaredDistance == ADDITIONAL_PROXIMITY_CHAR_DISTANCE_INFO) {
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multiplyRate(WORDS_WITH_ADDITIONAL_PROXIMITY_CHARACTER_DEMOTION_RATE, &finalFreq);
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}
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}
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if (performTouchPositionCorrection && squaredDistance >= 0) {
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// Promote or demote the score according to the distance from the sweet spot
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static const float A = ZERO_DISTANCE_PROMOTION_RATE / 100.0f;
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static const float B = 1.0f;
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static const float C = 0.5f;
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static const float MIN = 0.3f;
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static const float R1 = NEUTRAL_SCORE_SQUARED_RADIUS;
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static const float R2 = HALF_SCORE_SQUARED_RADIUS;
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const float x = (float)squaredDistance
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/ ProximityInfo::NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR;
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const float factor = max((x < R1)
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? (A * (R1 - x) + B * x) / R1
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: (B * (R2 - x) + C * (x - R1)) / (R2 - R1), MIN);
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// factor is piecewise linear function like:
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// A -_ .
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// ^-_ .
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// B \ .
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// \_ .
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// C ------------.
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// .
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// 0 R1 R2 .
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multiplyRate((int)(factor * 100), &finalFreq);
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} else if (performTouchPositionCorrection
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&& squaredDistance == PROXIMITY_CHAR_WITHOUT_DISTANCE_INFO) {
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multiplyRate(WORDS_WITH_PROXIMITY_CHARACTER_DEMOTION_RATE, &finalFreq);
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} else if (squaredDistance == ADDITIONAL_PROXIMITY_CHAR_DISTANCE_INFO) {
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multiplyRate(WORDS_WITH_ADDITIONAL_PROXIMITY_CHARACTER_DEMOTION_RATE, &finalFreq);
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} else if (i < adjustedProximityMatchedCount) {
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multiplyRate(WORDS_WITH_PROXIMITY_CHARACTER_DEMOTION_RATE, &finalFreq);
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} else {
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// Demote additional proximity characters
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int additionalProximityCount = 0;
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for (int i = 0; i < outputLength; ++i) {
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const int squaredDistance = correction->mDistances[i];
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if (squaredDistance == ADDITIONAL_PROXIMITY_CHAR_DISTANCE_INFO) {
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++additionalProximityCount;
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}
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}
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// Promotion for a word with proximity characters
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for (int i = 0; i < adjustedProximityMatchedCount; ++i) {
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// A word with proximity corrections
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if (DEBUG_DICT_FULL) {
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AKLOGI("Found a proximity correction.");
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}
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multiplyIntCapped(typedLetterMultiplier, &finalFreq);
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if (i < additionalProximityCount) {
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multiplyRate(WORDS_WITH_ADDITIONAL_PROXIMITY_CHARACTER_DEMOTION_RATE, &finalFreq);
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} else {
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multiplyRate(WORDS_WITH_PROXIMITY_CHARACTER_DEMOTION_RATE, &finalFreq);
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}
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}
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}
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