am 40a6d4af: Merge "Cleanups in geometry_utils.h" into jb-mr1-dev
* commit '40a6d4af2a454323601c2c5ff8d95863eefedd86': Cleanups in geometry_utils.hmain
commit
9e3d8722a8
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@ -142,20 +142,21 @@ public class GestureStroke {
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mLastIncrementalBatchSize = size;
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mLastIncrementalBatchSize = size;
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}
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}
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private static float getDistance(final int p1x, final int p1y,
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private static float getDistance(final int x1, final int y1, final int x2, final int y2) {
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final int p2x, final int p2y) {
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final float dx = x1 - x2;
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final float dx = p1x - p2x;
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final float dy = y1 - y2;
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final float dy = p1y - p2y;
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// Note that, in recent versions of Android, FloatMath is actually slower than
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// Note that, in recent versions of Android, FloatMath is actually slower than
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// java.lang.Math due to the way the JIT optimizes java.lang.Math.
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// java.lang.Math due to the way the JIT optimizes java.lang.Math.
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return (float)Math.sqrt(dx * dx + dy * dy);
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return (float)Math.sqrt(dx * dx + dy * dy);
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}
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}
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private static float getAngle(final int p1x, final int p1y, final int p2x, final int p2y) {
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private static float getAngle(final int x1, final int y1, final int x2, final int y2) {
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final int dx = p1x - p2x;
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final int dx = x1 - x2;
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final int dy = p1y - p2y;
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final int dy = y1 - y2;
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if (dx == 0 && dy == 0) return 0;
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if (dx == 0 && dy == 0) return 0;
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return (float)Math.atan2(dy, dx);
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// Would it be faster to call atan2f() directly via JNI? Not sure about what the JIT
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// does with Math.atan2().
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return (float)Math.atan2((double)dy, (double)dx);
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}
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}
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private static float getAngleDiff(final float a1, final float a2) {
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private static float getAngleDiff(final float a1, final float a2) {
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@ -28,38 +28,36 @@
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namespace latinime {
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namespace latinime {
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static inline float sqrf(float x) {
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static inline float squareFloat(float x) {
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return x * x;
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return x * x;
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}
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}
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static inline float getNormalizedSqrDistanceFloat(int x1, int y1, int x2, int y2, int scale) {
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static inline float getNormalizedSquaredDistanceFloat(float x1, float y1, float x2, float y2,
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return sqrf(static_cast<float>(x1 - x2) / static_cast<float>(scale))
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float scale) {
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+ sqrf(static_cast<float>(y1 - y2) / static_cast<float>(scale));
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return squareFloat((x1 - x2) / scale) + squareFloat((y1 - y2) / scale);
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}
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}
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static inline float getDistanceSqrFloat(float x1, float y1, float x2, float y2) {
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static inline float getSquaredDistanceFloat(float x1, float y1, float x2, float y2) {
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return sqrf(x2 - x1) + sqrf(y2 - y1);
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return squareFloat(x1 - x2) + squareFloat(y1 - y2);
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}
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static inline float getDistanceFloat(float x1, float y1, float x2, float y2) {
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return hypotf(x1 - x2, y1 - y2);
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}
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}
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static inline int getDistanceInt(int x1, int y1, int x2, int y2) {
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static inline int getDistanceInt(int x1, int y1, int x2, int y2) {
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return static_cast<int>(
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return static_cast<int>(getDistanceFloat(static_cast<float>(x1), static_cast<float>(y1),
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sqrtf(getDistanceSqrFloat(
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static_cast<float>(x2), static_cast<float>(y2)));
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static_cast<float>(x1), static_cast<float>(y1),
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static_cast<float>(x2), static_cast<float>(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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const int dx = x1 - x2;
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const int dx = x1 - x2;
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const 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) return 0;
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return 0;
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return atan2f(static_cast<float>(dy), static_cast<float>(dx));
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}
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const float dxf = static_cast<float>(dx);
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const float dyf = static_cast<float>(dy);
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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 getAngleDiff(float a1, float a2) {
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const float diff = fabsf(a1 - a2);
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const float diff = fabsf(a1 - a2);
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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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@ -67,7 +65,7 @@ static inline float angleDiff(float a1, float a2) {
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return diff;
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return diff;
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}
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}
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// static float pointToLineDistanceSqrFloat(
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// static float pointToLineSegSquaredDistanceFloat(
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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 A = x - x1;
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// float A = x - x1;
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// float B = y - y1;
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// float B = y - y1;
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@ -76,7 +74,7 @@ static inline float angleDiff(float a1, float a2) {
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// return fabsf(A * D - C * B) / sqrtf(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 pointToLineSegSquaredDistanceFloat(
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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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const float ray1x = x - x1;
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const float ray1x = x - x1;
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const float ray1y = y - y1;
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const float ray1y = y - y1;
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@ -84,7 +82,7 @@ static inline float pointToLineSegDistanceSqrFloat(
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const float ray2y = y2 - y1;
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const float ray2y = y2 - y1;
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const float dotProduct = ray1x * ray2x + ray1y * ray2y;
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const float dotProduct = ray1x * ray2x + ray1y * ray2y;
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const float lineLengthSqr = sqrf(ray2x) + sqrf(ray2y);
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const float lineLengthSqr = squareFloat(ray2x) + squareFloat(ray2y);
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const float projectionLengthSqr = dotProduct / lineLengthSqr;
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const float projectionLengthSqr = dotProduct / lineLengthSqr;
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float projectionX;
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float projectionX;
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@ -99,7 +97,7 @@ static inline float pointToLineSegDistanceSqrFloat(
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projectionX = x1 + projectionLengthSqr * ray2x;
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projectionX = x1 + projectionLengthSqr * ray2x;
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projectionY = y1 + projectionLengthSqr * 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 getSquaredDistanceFloat(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_GEOMETRY_UTILS_H
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#endif // LATINIME_GEOMETRY_UTILS_H
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