/* * Copyright (C) 2012 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef LATINIME_GEOMETRY_UTILS_H #define LATINIME_GEOMETRY_UTILS_H #include #define MAX_DISTANCE 10000000 #define MAX_PATHS 2 #define DEBUG_DECODER false #define M_PI_F 3.14159265f namespace latinime { static inline float squareFloat(float x) { return x * x; } static inline float getSquaredDistanceFloat(float x1, float y1, float x2, float y2) { return squareFloat(x1 - x2) + squareFloat(y1 - y2); } static inline float getDistanceFloat(float x1, float y1, float x2, float y2) { return hypotf(x1 - x2, y1 - y2); } static inline int getDistanceInt(int x1, int y1, int x2, int y2) { return static_cast(getDistanceFloat(static_cast(x1), static_cast(y1), static_cast(x2), static_cast(y2))); } static inline float getAngle(int x1, int y1, int x2, int y2) { const int dx = x1 - x2; const int dy = y1 - y2; if (dx == 0 && dy == 0) return 0; return atan2f(static_cast(dy), static_cast(dx)); } static inline float getAngleDiff(float a1, float a2) { const float diff = fabsf(a1 - a2); if (diff > M_PI_F) { return 2.0f * M_PI_F - diff; } 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) { const float ray1x = x - x1; const float ray1y = y - y1; const float ray2x = x2 - x1; const float ray2y = y2 - y1; const float dotProduct = ray1x * ray2x + ray1y * ray2y; const float lineLengthSqr = squareFloat(ray2x) + squareFloat(ray2y); const float projectionLengthSqr = dotProduct / lineLengthSqr; float projectionX; float projectionY; if (projectionLengthSqr < 0.0f) { projectionX = x1; projectionY = y1; } else if (projectionLengthSqr > 1.0f) { projectionX = x2; projectionY = y2; } else { projectionX = x1 + projectionLengthSqr * ray2x; projectionY = y1 + projectionLengthSqr * ray2y; } return getSquaredDistanceFloat(x, y, projectionX, projectionY); } } // namespace latinime #endif // LATINIME_GEOMETRY_UTILS_H