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-rw-r--r--java/src/com/android/inputmethod/keyboard/internal/GestureStroke.java17
-rw-r--r--native/jni/src/geometry_utils.h40
2 files changed, 28 insertions, 29 deletions
diff --git a/java/src/com/android/inputmethod/keyboard/internal/GestureStroke.java b/java/src/com/android/inputmethod/keyboard/internal/GestureStroke.java
index fc813a3d9..27a8e14f0 100644
--- a/java/src/com/android/inputmethod/keyboard/internal/GestureStroke.java
+++ b/java/src/com/android/inputmethod/keyboard/internal/GestureStroke.java
@@ -142,20 +142,21 @@ public class GestureStroke {
mLastIncrementalBatchSize = size;
}
- private static float getDistance(final int p1x, final int p1y,
- final int p2x, final int p2y) {
- final float dx = p1x - p2x;
- final float dy = p1y - p2y;
+ private static float getDistance(final int x1, final int y1, final int x2, final int y2) {
+ final float dx = x1 - x2;
+ final float dy = y1 - y2;
// Note that, in recent versions of Android, FloatMath is actually slower than
// java.lang.Math due to the way the JIT optimizes java.lang.Math.
return (float)Math.sqrt(dx * dx + dy * dy);
}
- private static float getAngle(final int p1x, final int p1y, final int p2x, final int p2y) {
- final int dx = p1x - p2x;
- final int dy = p1y - p2y;
+ private static float getAngle(final int x1, final int y1, final int x2, final int y2) {
+ final int dx = x1 - x2;
+ final int dy = y1 - y2;
if (dx == 0 && dy == 0) return 0;
- return (float)Math.atan2(dy, dx);
+ // Would it be faster to call atan2f() directly via JNI? Not sure about what the JIT
+ // does with Math.atan2().
+ return (float)Math.atan2((double)dy, (double)dx);
}
private static float getAngleDiff(final float a1, final float a2) {
diff --git a/native/jni/src/geometry_utils.h b/native/jni/src/geometry_utils.h
index 168542e45..deb042525 100644
--- a/native/jni/src/geometry_utils.h
+++ b/native/jni/src/geometry_utils.h
@@ -28,38 +28,36 @@
namespace latinime {
-static inline float sqrf(float x) {
+static inline float squareFloat(float x) {
return x * x;
}
-static inline float getNormalizedSqrDistanceFloat(int x1, int y1, int x2, int y2, int scale) {
- return sqrf(static_cast<float>(x1 - x2) / static_cast<float>(scale))
- + sqrf(static_cast<float>(y1 - y2) / static_cast<float>(scale));
+static inline float getNormalizedSquaredDistanceFloat(float x1, float y1, float x2, float y2,
+ float scale) {
+ return squareFloat((x1 - x2) / scale) + squareFloat((y1 - y2) / scale);
}
-static inline float getDistanceSqrFloat(float x1, float y1, float x2, float y2) {
- return sqrf(x2 - x1) + sqrf(y2 - y1);
+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<int>(
- sqrtf(getDistanceSqrFloat(
- static_cast<float>(x1), static_cast<float>(y1),
- static_cast<float>(x2), static_cast<float>(y2))));
+ return static_cast<int>(getDistanceFloat(static_cast<float>(x1), static_cast<float>(y1),
+ static_cast<float>(x2), static_cast<float>(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;
- }
- const float dxf = static_cast<float>(dx);
- const float dyf = static_cast<float>(dy);
- return atan2f(dyf, dxf);
+ if (dx == 0 && dy == 0) return 0;
+ return atan2f(static_cast<float>(dy), static_cast<float>(dx));
}
-static inline float angleDiff(float a1, float a2) {
+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;
@@ -67,7 +65,7 @@ static inline float angleDiff(float a1, float a2) {
return diff;
}
-// static float pointToLineDistanceSqrFloat(
+// static float pointToLineSegSquaredDistanceFloat(
// float x, float y, float x1, float y1, float x2, float y2) {
// float A = x - x1;
// float B = y - y1;
@@ -76,7 +74,7 @@ static inline float angleDiff(float a1, float a2) {
// return fabsf(A * D - C * B) / sqrtf(C * C + D * D);
// }
-static inline float pointToLineSegDistanceSqrFloat(
+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;
@@ -84,7 +82,7 @@ static inline float pointToLineSegDistanceSqrFloat(
const float ray2y = y2 - y1;
const float dotProduct = ray1x * ray2x + ray1y * ray2y;
- const float lineLengthSqr = sqrf(ray2x) + sqrf(ray2y);
+ const float lineLengthSqr = squareFloat(ray2x) + squareFloat(ray2y);
const float projectionLengthSqr = dotProduct / lineLengthSqr;
float projectionX;
@@ -99,7 +97,7 @@ static inline float pointToLineSegDistanceSqrFloat(
projectionX = x1 + projectionLengthSqr * ray2x;
projectionY = y1 + projectionLengthSqr * ray2y;
}
- return getDistanceSqrFloat(x, y, projectionX, projectionY);
+ return getSquaredDistanceFloat(x, y, projectionX, projectionY);
}
} // namespace latinime
#endif // LATINIME_GEOMETRY_UTILS_H