Merge "Simplify distance calculating method for gesture input." into jb-mr1-dev
commit
63dd5b4c8f
|
@ -64,17 +64,8 @@ static inline float getAngleDiff(float a1, float a2) {
|
|||
return diff;
|
||||
}
|
||||
|
||||
// static float pointToLineSegSquaredDistanceFloat(
|
||||
// float x, float y, float x1, float y1, float x2, float y2) {
|
||||
// float A = x - x1;
|
||||
// float B = y - y1;
|
||||
// float C = x2 - x1;
|
||||
// float D = y2 - y1;
|
||||
// return fabsf(A * D - C * B) / sqrtf(C * C + D * D);
|
||||
// }
|
||||
|
||||
static inline float pointToLineSegSquaredDistanceFloat(
|
||||
float x, float y, float x1, float y1, float x2, float y2) {
|
||||
float x, float y, float x1, float y1, float x2, float y2, bool extend) {
|
||||
const float ray1x = x - x1;
|
||||
const float ray1y = y - y1;
|
||||
const float ray2x = x2 - x1;
|
||||
|
@ -86,10 +77,10 @@ static inline float pointToLineSegSquaredDistanceFloat(
|
|||
|
||||
float projectionX;
|
||||
float projectionY;
|
||||
if (projectionLengthSqr < 0.0f) {
|
||||
if (!extend && projectionLengthSqr < 0.0f) {
|
||||
projectionX = x1;
|
||||
projectionY = y1;
|
||||
} else if (projectionLengthSqr > 1.0f) {
|
||||
} else if (!extend && projectionLengthSqr > 1.0f) {
|
||||
projectionX = x2;
|
||||
projectionY = y2;
|
||||
} else {
|
||||
|
|
|
@ -504,7 +504,7 @@ int32_t ProximityInfoState::getAllPossibleChars(
|
|||
if (index >= mInputXs.size()) {
|
||||
return filterSize;
|
||||
}
|
||||
int i = filterSize;
|
||||
int newFilterSize = filterSize;
|
||||
for (int j = 0; j < mProximityInfo->getKeyCount(); ++j) {
|
||||
if (mNearKeysVector[index].test(j)) {
|
||||
const int32_t keyCodePoint = mProximityInfo->getCodePointOf(j);
|
||||
|
@ -517,11 +517,11 @@ int32_t ProximityInfoState::getAllPossibleChars(
|
|||
}
|
||||
}
|
||||
if (insert) {
|
||||
filter[i++] = keyCodePoint;
|
||||
filter[newFilterSize++] = keyCodePoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
return i;
|
||||
return newFilterSize;
|
||||
}
|
||||
|
||||
float ProximityInfoState::getAveragePointDuration() const {
|
||||
|
|
Loading…
Reference in New Issue