Fix typo in include guard macro, and some cleanups.
Change-Id: I455f6a52667b1c6ae5eb9f58b3494dd87eb2c3f5main
parent
bcec82de66
commit
507113a1bb
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@ -14,8 +14,8 @@
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* limitations under the License.
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* limitations under the License.
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*/
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*/
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#ifndef LATINIME_INCREMENTAL_GEOMETRY_UTILS_H
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#ifndef LATINIME_GEOMETRY_UTILS_H
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#define LATINIME_INCREMENTAL_GEOMETRY_UTILS_H
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#define LATINIME_GEOMETRY_UTILS_H
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#include <cmath>
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#include <cmath>
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@ -49,21 +49,18 @@ static inline int getDistanceInt(int x1, int y1, int x2, int y2) {
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}
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}
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static inline float getAngle(int x1, int y1, int x2, int y2) {
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static inline float getAngle(int x1, int y1, int x2, int y2) {
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int dx = x1 - x2;
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const int dx = x1 - x2;
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int dy = y1 - y2;
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const int dy = y1 - y2;
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if (dx == 0 && dy == 0) {
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if (dx == 0 && dy == 0) {
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return 0;
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return 0;
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}
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}
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float dxf = static_cast<float>(dx);
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const float dxf = static_cast<float>(dx);
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float dyf = static_cast<float>(dy);
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const float dyf = static_cast<float>(dy);
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return atan2f(dyf, dxf);
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return atan2f(dyf, dxf);
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}
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}
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static inline float angleDiff(float a1, float a2) {
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static inline float angleDiff(float a1, float a2) {
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float diff = a1 - a2;
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const float diff = fabsf(a1 - a2);
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if (diff < 0) {
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diff = -diff;
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}
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if (diff > M_PI_F) {
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if (diff > M_PI_F) {
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return 2.0f * M_PI_F - diff;
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return 2.0f * M_PI_F - diff;
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}
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}
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@ -76,32 +73,33 @@ static inline float angleDiff(float a1, float a2) {
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// float B = y - y1;
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// float B = y - y1;
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// float C = x2 - x1;
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// float C = x2 - x1;
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// float D = y2 - y1;
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// float D = y2 - y1;
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// return abs(A * D - C * B) / sqrt(C * C + D * D);
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// return fabsf(A * D - C * B) / sqrtf(C * C + D * D);
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// }
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// }
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static inline float pointToLineSegDistanceSqrFloat(
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static inline float pointToLineSegDistanceSqrFloat(
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float x, float y, float x1, float y1, float x2, float y2) {
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float x, float y, float x1, float y1, float x2, float y2) {
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float ray1x = x - x1;
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const float ray1x = x - x1;
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float ray1y = y - y1;
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const float ray1y = y - y1;
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float ray2x = x2 - x1;
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const float ray2x = x2 - x1;
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float ray2y = y2 - y1;
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const float ray2y = y2 - y1;
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float dotProduct = ray1x * ray2x + ray1y * ray2y;
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const float dotProduct = ray1x * ray2x + ray1y * ray2y;
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float lineLengthSq = ray2x * ray2x + ray2y * ray2y;
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const float lineLengthSqr = sqrf(ray2x) + sqrf(ray2y);
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float projectionLengthSq = dotProduct / lineLengthSq;
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const float projectionLengthSqr = dotProduct / lineLengthSqr;
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float projectionX, projectionY;
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float projectionX;
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if (projectionLengthSq < 0) {
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float projectionY;
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if (projectionLengthSqr < 0.0f) {
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projectionX = x1;
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projectionX = x1;
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projectionY = y1;
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projectionY = y1;
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} else if (projectionLengthSq > 1) {
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} else if (projectionLengthSqr > 1.0f) {
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projectionX = x2;
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projectionX = x2;
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projectionY = y2;
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projectionY = y2;
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} else {
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} else {
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projectionX = x1 + projectionLengthSq * ray2x;
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projectionX = x1 + projectionLengthSqr * ray2x;
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projectionY = y1 + projectionLengthSq * ray2y;
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projectionY = y1 + projectionLengthSqr * ray2y;
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}
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}
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return getDistanceSqrFloat(x, y, projectionX, projectionY);
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return getDistanceSqrFloat(x, y, projectionX, projectionY);
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}
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}
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} // namespace latinime
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} // namespace latinime
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#endif // LATINIME_INCREMENTAL_GEOMETRY_UTILS_H
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#endif // LATINIME_GEOMETRY_UTILS_H
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