Smart sampling for geometric inputs.
Gesture: +1 227 -1 131 +2 0 -2 0 +3 0 -3 0 +4 261 -4 167 +5 73 -5 263 +6 0 -6 0 +7 0 -7 0 Gesture incremental: +1 228 -1 127 +2 0 -2 0 +3 0 -3 0 +4 269 -4 167 +5 68 -5 271 +6 0 -6 0 +7 0 -7 0 On device: 0: all, 1:initialize (0) 56285.82 (99.99%) (1) 3886.59 (6.90%) -> (0) 42795.78 (99.98%) (1) 3916.80 (9.15%) Change-Id: I3eed99cbd75b22fd2d8b5404a4f7e0972f284a85main
parent
8251036616
commit
d9c10b1979
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@ -76,10 +76,24 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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mTimes.clear();
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mLengthCache.clear();
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mDistanceCache.clear();
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mInputSize = 0;
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if (xCoordinates && yCoordinates) {
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const bool proximityOnly = !isGeometric && (xCoordinates[0] < 0 || yCoordinates[0] < 0);
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int lastInputIndex = 0;
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for (int i = 0; i < inputSize; ++i) {
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const int pid = pointerIds ? pointerIds[i] : 0;
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if (pointerId == pid) {
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lastInputIndex = i;
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}
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}
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// Working space to save near keys distances for current, prev and prevprev input point.
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NearKeysDistanceMap nearKeysDistances[3];
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// These pointers are swapped for each inputs points.
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NearKeysDistanceMap *currentNearKeysDistances = &nearKeysDistances[0];
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NearKeysDistanceMap *prevNearKeysDistances = &nearKeysDistances[1];
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NearKeysDistanceMap *prevPrevNearKeysDistances = &nearKeysDistances[2];
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for (int i = 0; i < inputSize; ++i) {
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// Assuming pointerId == 0 if pointerIds is null.
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const int pid = pointerIds ? pointerIds[i] : 0;
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@ -88,11 +102,22 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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const int x = proximityOnly ? NOT_A_COORDINATE : xCoordinates[i];
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const int y = proximityOnly ? NOT_A_COORDINATE : yCoordinates[i];
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const int time = times ? times[i] : -1;
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if (pushTouchPoint(c, x, y, time, isGeometric)) {
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++mInputSize;
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if (pushTouchPoint(c, x, y, time, isGeometric, i == lastInputIndex,
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currentNearKeysDistances, prevNearKeysDistances,
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prevPrevNearKeysDistances)) {
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// Previous point information was popped.
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NearKeysDistanceMap *tmp = prevNearKeysDistances;
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prevNearKeysDistances = currentNearKeysDistances;
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currentNearKeysDistances = tmp;
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} else {
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NearKeysDistanceMap *tmp = prevPrevNearKeysDistances;
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prevPrevNearKeysDistances = prevNearKeysDistances;
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prevNearKeysDistances = currentNearKeysDistances;
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currentNearKeysDistances = tmp;
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}
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}
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}
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mInputSize = mInputXs.size();
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}
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if (mInputSize > 0) {
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@ -153,20 +178,151 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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}
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}
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bool ProximityInfoState::pushTouchPoint(const int nodeChar, int x, int y,
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const int time, const bool sample) {
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const uint32_t size = mInputXs.size();
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// TODO: Should have a const variable for 10
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const int sampleRate = mProximityInfo->getMostCommonKeyWidth() / 10;
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if (size > 0) {
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const int dist = getDistanceInt(x, y, mInputXs[size - 1], mInputYs[size - 1]);
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if (sample && dist < sampleRate) {
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// Calculating point to key distance for all near keys and returning the distance between
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// the given point and the nearest key position.
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float ProximityInfoState::updateNearKeysDistances(const int x, const int y,
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NearKeysDistanceMap *const currentNearKeysDistances) {
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static const float NEAR_KEY_THRESHOLD = 10.0f;
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currentNearKeysDistances->clear();
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const int keyCount = mProximityInfo->getKeyCount();
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float nearestKeyDistance = mMaxPointToKeyLength;
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for (int k = 0; k < keyCount; ++k) {
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const float dist = mProximityInfo->getNormalizedSquaredDistanceFromCenterFloat(k, x, y);
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if (dist < NEAR_KEY_THRESHOLD) {
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currentNearKeysDistances->insert(std::pair<int, float>(k, dist));
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}
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if (nearestKeyDistance > dist) {
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nearestKeyDistance = dist;
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}
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}
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return nearestKeyDistance;
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}
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// Check if previous point is at local minimum position to near keys.
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bool ProximityInfoState::isPrevLocalMin(const NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) const {
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static const float MARGIN = 0.5f;
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for (NearKeysDistanceMap::const_iterator it = prevNearKeysDistances->begin();
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it != prevNearKeysDistances->end(); ++it) {
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NearKeysDistanceMap::const_iterator itPP = prevPrevNearKeysDistances->find(it->first);
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NearKeysDistanceMap::const_iterator itC = currentNearKeysDistances->find(it->first);
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if ((itPP == prevPrevNearKeysDistances->end() || itPP->second > it->second + MARGIN)
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&& (itC == currentNearKeysDistances->end() || itC->second > it->second + MARGIN)) {
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return true;
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}
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}
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return false;
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}
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// Calculating a point score that indicates usefulness of the point.
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float ProximityInfoState::getPointScore(
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const int x, const int y, const int time, const bool lastPoint, const float nearest,
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const NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) const {
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static const float BASE_SAMPLE_RATE_SCALE = 0.1f;
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static const float SAVE_DISTANCE_SCALE = 12.0f;
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static const float SAVE_DISTANCE_SCORE = 2.0f;
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static const float SKIP_DISTANCE_SCALE = 1.5f;
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static const float SKIP_DISTANCE_SCORE = -1.0f;
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static const float CHECK_LOCALMIN_DISTANCE_THRESHOLD_SCALE = 2.5f;
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static const float CHECK_LOCALMIN_DISTANCE_SCORE = -1.0f;
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static const float STRAIGHT_ANGLE_THRESHOLD = M_PI_F / 32.0f;
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static const float STRAIGHT_SKIP_DISTANCE_THRESHOLD_SCALE = 4.0f;
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static const float STRAIGHT_SKIP_NEAREST_DISTANCE_THRESHOLD = 0.5f;
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static const float STRAIGHT_SKIP_SCORE = -1.0f;
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const std::size_t size = mInputXs.size();
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if (size <= 1) {
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return 0;
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}
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mLengthCache.push_back(mLengthCache[size - 1] + dist);
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const float baseSampleRate = mProximityInfo->getMostCommonKeyWidth() * BASE_SAMPLE_RATE_SCALE;
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const float distNext = getDistanceFloat(x, y, mInputXs.back(), mInputYs.back());
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const float distPrev = getDistanceFloat(mInputXs.back(), mInputYs.back(),
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mInputXs[size - 2], mInputYs[size - 2]);
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float score = 0.0f;
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// Sum of distances
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if (distPrev + distNext > baseSampleRate * SAVE_DISTANCE_SCALE) {
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score += SAVE_DISTANCE_SCORE;
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}
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// Distance
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if (distPrev < baseSampleRate * SKIP_DISTANCE_SCALE) {
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score += SKIP_DISTANCE_SCORE;
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}
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// Location
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if (!isPrevLocalMin(currentNearKeysDistances, currentNearKeysDistances,
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prevPrevNearKeysDistances)) {
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if (distPrev < baseSampleRate * CHECK_LOCALMIN_DISTANCE_THRESHOLD_SCALE) {
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score += CHECK_LOCALMIN_DISTANCE_SCORE;
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}
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}
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// Angle
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const float angle1 = getAngle(x, y, mInputXs.back(), mInputYs.back());
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const float angle2 = getAngle(mInputXs.back(), mInputYs.back(),
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mInputXs[size - 2], mInputYs[size - 2]);
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if (getAngleDiff(angle1, angle2) < STRAIGHT_ANGLE_THRESHOLD) {
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if (nearest > STRAIGHT_SKIP_NEAREST_DISTANCE_THRESHOLD
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&& distPrev < baseSampleRate * STRAIGHT_SKIP_DISTANCE_THRESHOLD_SCALE) {
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score += STRAIGHT_SKIP_SCORE;
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}
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}
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return score;
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}
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// Sampling touch point and pushing information to vectors.
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// Returning if previous point is popped or not.
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bool ProximityInfoState::pushTouchPoint(const int nodeChar, int x, int y, const int time,
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const bool sample, const bool isLastPoint,
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NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) {
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static const float LAST_POINT_SKIP_DISTANCE_SCALE = 0.25f;
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uint32_t size = mInputXs.size();
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bool popped = false;
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if (nodeChar < 0 && sample) {
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const float nearest = updateNearKeysDistances(x, y, currentNearKeysDistances);
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const float score = getPointScore(x, y, time, isLastPoint, nearest,
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currentNearKeysDistances, prevNearKeysDistances, prevPrevNearKeysDistances);
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if (score < 0) {
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// Pop previous point because it would be useless.
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mInputXs.pop_back();
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mInputYs.pop_back();
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mTimes.pop_back();
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mLengthCache.pop_back();
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size = mInputXs.size();
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popped = true;
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} else {
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mLengthCache.push_back(0);
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popped = false;
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}
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// Check if the last point should be skipped.
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if (isLastPoint) {
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if (size > 0 && getDistanceFloat(x, y, mInputXs.back(), mInputYs.back())
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< mProximityInfo->getMostCommonKeyWidth() * LAST_POINT_SKIP_DISTANCE_SCALE) {
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return popped;
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} else if (size > 1) {
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int minChar = 0;
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float minDist = mMaxPointToKeyLength;
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for (NearKeysDistanceMap::const_iterator it = currentNearKeysDistances->begin();
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it != currentNearKeysDistances->end(); ++it) {
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if(minDist > it->second){
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minChar = it->first;
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minDist = it->second;
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}
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}
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NearKeysDistanceMap::const_iterator itPP =
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prevNearKeysDistances->find(minChar);
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if (itPP != prevNearKeysDistances->end() && minDist > itPP->second) {
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return popped;
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}
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}
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}
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}
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if (nodeChar >= 0 && (x < 0 || y < 0)) {
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const int keyId = mProximityInfo->getKeyIndex(nodeChar);
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if (keyId >= 0) {
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y = mProximityInfo->getKeyCenterYOfIdG(keyId);
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}
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}
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// Pushing point information.
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if (size > 0) {
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mLengthCache.push_back(
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mLengthCache.back() + getDistanceInt(x, y, mInputXs.back(), mInputYs.back()));
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} else {
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mLengthCache.push_back(0);
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}
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mInputXs.push_back(x);
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mInputYs.push_back(y);
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mTimes.push_back(time);
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return true;
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return popped;
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}
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float ProximityInfoState::calculateNormalizedSquaredDistance(
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@ -24,6 +24,7 @@
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#include "char_utils.h"
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#include "defines.h"
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#include "hash_map_compat.h"
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namespace latinime {
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@ -216,6 +217,7 @@ class ProximityInfoState {
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private:
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DISALLOW_COPY_AND_ASSIGN(ProximityInfoState);
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typedef hash_map_compat<int, float> NearKeysDistanceMap;
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/////////////////////////////////////////
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// Defined in proximity_info_state.cpp //
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/////////////////////////////////////////
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@ -224,7 +226,11 @@ class ProximityInfoState {
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float calculateSquaredDistanceFromSweetSpotCenter(
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const int keyIndex, const int inputIndex) const;
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bool pushTouchPoint(const int nodeChar, int x, int y, const int time, const bool sample);
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bool pushTouchPoint(const int nodeChar, int x, int y, const int time,
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const bool sample, const bool isLastPoint,
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NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances);
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/////////////////////////////////////////
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// Defined here //
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/////////////////////////////////////////
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@ -238,6 +244,17 @@ class ProximityInfoState {
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return mInputCodes + (index * MAX_PROXIMITY_CHARS_SIZE_INTERNAL);
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}
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float updateNearKeysDistances(const int x, const int y,
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NearKeysDistanceMap *const currentNearKeysDistances);
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bool isPrevLocalMin(const NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) const;
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float getPointScore(
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const int x, const int y, const int time, const bool last, const float nearest,
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const NearKeysDistanceMap *const currentNearKeysDistances,
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const NearKeysDistanceMap *const prevNearKeysDistances,
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const NearKeysDistanceMap *const prevPrevNearKeysDistances) const;
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// const
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const ProximityInfo *mProximityInfo;
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float mMaxPointToKeyLength;
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