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-rw-r--r--native/jni/src/proximity_info_state_utils.cpp1029
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diff --git a/native/jni/src/proximity_info_state_utils.cpp b/native/jni/src/proximity_info_state_utils.cpp
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+/*
+ * Copyright (C) 2013 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.
+ */
+
+#include <cmath>
+#include <sstream> // for debug prints
+#include <vector>
+
+#include "defines.h"
+#include "geometry_utils.h"
+#include "proximity_info.h"
+#include "proximity_info_params.h"
+#include "proximity_info_state_utils.h"
+
+namespace latinime {
+
+/* static */ int ProximityInfoStateUtils::updateTouchPoints(const int mostCommonKeyWidth,
+ const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
+ const int *const inputProximities, const int *const inputXCoordinates,
+ const int *const inputYCoordinates, const int *const times, const int *const pointerIds,
+ const int inputSize, const bool isGeometric, const int pointerId,
+ const int pushTouchPointStartIndex, std::vector<int> *sampledInputXs,
+ std::vector<int> *sampledInputYs, std::vector<int> *sampledInputTimes,
+ std::vector<int> *sampledLengthCache, std::vector<int> *sampledInputIndice) {
+ if (DEBUG_SAMPLING_POINTS) {
+ if (times) {
+ for (int i = 0; i < inputSize; ++i) {
+ AKLOGI("(%d) x %d, y %d, time %d",
+ i, inputXCoordinates[i], inputYCoordinates[i], times[i]);
+ }
+ }
+ }
+#ifdef DO_ASSERT_TEST
+ if (times) {
+ for (int i = 0; i < inputSize; ++i) {
+ if (i > 0) {
+ if (times[i] < times[i - 1]) {
+ AKLOGI("Invalid time sequence. %d, %d", times[i], times[i - 1]);
+ ASSERT(false);
+ }
+ }
+ }
+ }
+#endif
+ const bool proximityOnly = !isGeometric
+ && (inputXCoordinates[0] < 0 || inputYCoordinates[0] < 0);
+ int lastInputIndex = pushTouchPointStartIndex;
+ for (int i = lastInputIndex; i < inputSize; ++i) {
+ const int pid = pointerIds ? pointerIds[i] : 0;
+ if (pointerId == pid) {
+ lastInputIndex = i;
+ }
+ }
+ if (DEBUG_GEO_FULL) {
+ AKLOGI("Init ProximityInfoState: last input index = %d", lastInputIndex);
+ }
+ // Working space to save near keys distances for current, prev and prevprev input point.
+ NearKeysDistanceMap nearKeysDistances[3];
+ // These pointers are swapped for each inputs points.
+ NearKeysDistanceMap *currentNearKeysDistances = &nearKeysDistances[0];
+ NearKeysDistanceMap *prevNearKeysDistances = &nearKeysDistances[1];
+ NearKeysDistanceMap *prevPrevNearKeysDistances = &nearKeysDistances[2];
+ // "sumAngle" is accumulated by each angle of input points. And when "sumAngle" exceeds
+ // the threshold we save that point, reset sumAngle. This aims to keep the figure of
+ // the curve.
+ float sumAngle = 0.0f;
+
+ for (int i = pushTouchPointStartIndex; i <= lastInputIndex; ++i) {
+ // Assuming pointerId == 0 if pointerIds is null.
+ const int pid = pointerIds ? pointerIds[i] : 0;
+ if (DEBUG_GEO_FULL) {
+ AKLOGI("Init ProximityInfoState: (%d)PID = %d", i, pid);
+ }
+ if (pointerId == pid) {
+ const int c = isGeometric ?
+ NOT_A_COORDINATE : getPrimaryCodePointAt(inputProximities, i);
+ const int x = proximityOnly ? NOT_A_COORDINATE : inputXCoordinates[i];
+ const int y = proximityOnly ? NOT_A_COORDINATE : inputYCoordinates[i];
+ const int time = times ? times[i] : -1;
+
+ if (i > 1) {
+ const float prevAngle = getAngle(
+ inputXCoordinates[i - 2], inputYCoordinates[i - 2],
+ inputXCoordinates[i - 1], inputYCoordinates[i - 1]);
+ const float currentAngle =
+ getAngle(inputXCoordinates[i - 1], inputYCoordinates[i - 1], x, y);
+ sumAngle += getAngleDiff(prevAngle, currentAngle);
+ }
+
+ if (pushTouchPoint(mostCommonKeyWidth, proximityInfo, maxPointToKeyLength,
+ i, c, x, y, time, isGeometric /* doSampling */,
+ i == lastInputIndex, sumAngle, currentNearKeysDistances,
+ prevNearKeysDistances, prevPrevNearKeysDistances,
+ sampledInputXs, sampledInputYs, sampledInputTimes, sampledLengthCache,
+ sampledInputIndice)) {
+ // Previous point information was popped.
+ NearKeysDistanceMap *tmp = prevNearKeysDistances;
+ prevNearKeysDistances = currentNearKeysDistances;
+ currentNearKeysDistances = tmp;
+ } else {
+ NearKeysDistanceMap *tmp = prevPrevNearKeysDistances;
+ prevPrevNearKeysDistances = prevNearKeysDistances;
+ prevNearKeysDistances = currentNearKeysDistances;
+ currentNearKeysDistances = tmp;
+ sumAngle = 0.0f;
+ }
+ }
+ }
+ return sampledInputXs->size();
+}
+
+/* static */ const int *ProximityInfoStateUtils::getProximityCodePointsAt(
+ const int *const inputProximities, const int index) {
+ return inputProximities + (index * MAX_PROXIMITY_CHARS_SIZE);
+}
+
+/* static */ int ProximityInfoStateUtils::getPrimaryCodePointAt(
+ const int *const inputProximities, const int index) {
+ return getProximityCodePointsAt(inputProximities, index)[0];
+}
+
+/* static */ void ProximityInfoStateUtils::initPrimaryInputWord(
+ const int inputSize, const int *const inputProximities, int *primaryInputWord) {
+ for (int i = 0; i < inputSize; ++i) {
+ primaryInputWord[i] = getPrimaryCodePointAt(inputProximities, i);
+ }
+}
+
+/* static */ float ProximityInfoStateUtils::calculateSquaredDistanceFromSweetSpotCenter(
+ const ProximityInfo *const proximityInfo, const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs, const int keyIndex,
+ const int inputIndex) {
+ const float sweetSpotCenterX = proximityInfo->getSweetSpotCenterXAt(keyIndex);
+ const float sweetSpotCenterY = proximityInfo->getSweetSpotCenterYAt(keyIndex);
+ const float inputX = static_cast<float>((*sampledInputXs)[inputIndex]);
+ const float inputY = static_cast<float>((*sampledInputYs)[inputIndex]);
+ return SQUARE_FLOAT(inputX - sweetSpotCenterX) + SQUARE_FLOAT(inputY - sweetSpotCenterY);
+}
+
+/* static */ float ProximityInfoStateUtils::calculateNormalizedSquaredDistance(
+ const ProximityInfo *const proximityInfo, const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ const int keyIndex, const int inputIndex) {
+ if (keyIndex == NOT_AN_INDEX) {
+ return ProximityInfoParams::NOT_A_DISTANCE_FLOAT;
+ }
+ if (!proximityInfo->hasSweetSpotData(keyIndex)) {
+ return ProximityInfoParams::NOT_A_DISTANCE_FLOAT;
+ }
+ if (NOT_A_COORDINATE == (*sampledInputXs)[inputIndex]) {
+ return ProximityInfoParams::NOT_A_DISTANCE_FLOAT;
+ }
+ const float squaredDistance = calculateSquaredDistanceFromSweetSpotCenter(proximityInfo,
+ sampledInputXs, sampledInputYs, keyIndex, inputIndex);
+ const float squaredRadius = SQUARE_FLOAT(proximityInfo->getSweetSpotRadiiAt(keyIndex));
+ return squaredDistance / squaredRadius;
+}
+
+/* static */ void ProximityInfoStateUtils::initNormalizedSquaredDistances(
+ const ProximityInfo *const proximityInfo, const int inputSize,
+ const int *inputXCoordinates, const int *inputYCoordinates,
+ const int *const inputProximities, const bool hasInputCoordinates,
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ int *normalizedSquaredDistances) {
+ for (int i = 0; i < inputSize; ++i) {
+ const int *proximityCodePoints = getProximityCodePointsAt(inputProximities, i);
+ const int primaryKey = proximityCodePoints[0];
+ const int x = inputXCoordinates[i];
+ const int y = inputYCoordinates[i];
+ if (DEBUG_PROXIMITY_CHARS) {
+ int a = x + y + primaryKey;
+ a += 0;
+ AKLOGI("--- Primary = %c, x = %d, y = %d", primaryKey, x, y);
+ }
+ for (int j = 0; j < MAX_PROXIMITY_CHARS_SIZE && proximityCodePoints[j] > 0;
+ ++j) {
+ const int currentCodePoint = proximityCodePoints[j];
+ const float squaredDistance =
+ hasInputCoordinates ? calculateNormalizedSquaredDistance(
+ proximityInfo, sampledInputXs, sampledInputYs,
+ proximityInfo->getKeyIndexOf(currentCodePoint), i) :
+ ProximityInfoParams::NOT_A_DISTANCE_FLOAT;
+ if (squaredDistance >= 0.0f) {
+ normalizedSquaredDistances[i * MAX_PROXIMITY_CHARS_SIZE + j] =
+ (int) (squaredDistance
+ * ProximityInfoParams::NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR);
+ } else {
+ normalizedSquaredDistances[i * MAX_PROXIMITY_CHARS_SIZE + j] =
+ (j == 0) ? EQUIVALENT_CHAR_WITHOUT_DISTANCE_INFO :
+ PROXIMITY_CHAR_WITHOUT_DISTANCE_INFO;
+ }
+ if (DEBUG_PROXIMITY_CHARS) {
+ AKLOGI("--- Proximity (%d) = %c", j, currentCodePoint);
+ }
+ }
+ }
+
+}
+
+/* static */ void ProximityInfoStateUtils::initGeometricDistanceInfos(
+ const ProximityInfo *const proximityInfo, const int keyCount,
+ const int sampledInputSize, const int lastSavedInputSize,
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ std::vector<NearKeycodesSet> *nearKeysVector,
+ std::vector<NearKeycodesSet> *searchKeysVector,
+ std::vector<float> *distanceCache_G) {
+ nearKeysVector->resize(sampledInputSize);
+ searchKeysVector->resize(sampledInputSize);
+ distanceCache_G->resize(sampledInputSize * keyCount);
+ for (int i = lastSavedInputSize; i < sampledInputSize; ++i) {
+ (*nearKeysVector)[i].reset();
+ (*searchKeysVector)[i].reset();
+ static const float NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD = 4.0f;
+ for (int k = 0; k < keyCount; ++k) {
+ const int index = i * keyCount + k;
+ const int x = (*sampledInputXs)[i];
+ const int y = (*sampledInputYs)[i];
+ const float normalizedSquaredDistance =
+ proximityInfo->getNormalizedSquaredDistanceFromCenterFloatG(k, x, y);
+ (*distanceCache_G)[index] = normalizedSquaredDistance;
+ if (normalizedSquaredDistance < NEAR_KEY_NORMALIZED_SQUARED_THRESHOLD) {
+ (*nearKeysVector)[i][k] = true;
+ }
+ }
+ }
+}
+
+/* static */ void ProximityInfoStateUtils::popInputData(std::vector<int> *sampledInputXs,
+ std::vector<int> *sampledInputYs, std::vector<int> *sampledInputTimes,
+ std::vector<int> *sampledLengthCache, std::vector<int> *sampledInputIndice) {
+ sampledInputXs->pop_back();
+ sampledInputYs->pop_back();
+ sampledInputTimes->pop_back();
+ sampledLengthCache->pop_back();
+ sampledInputIndice->pop_back();
+}
+
+/* static */ float ProximityInfoStateUtils::refreshSpeedRates(const int inputSize,
+ const int *const xCoordinates, const int *const yCoordinates, const int *const times,
+ const int lastSavedInputSize, const int sampledInputSize,
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ const std::vector<int> *const sampledInputTimes,
+ const std::vector<int> *const sampledLengthCache,
+ const std::vector<int> *const sampledInputIndice, std::vector<float> *sampledSpeedRates,
+ std::vector<float> *sampledDirections) {
+ // Relative speed calculation.
+ const int sumDuration = sampledInputTimes->back() - sampledInputTimes->front();
+ const int sumLength = sampledLengthCache->back() - sampledLengthCache->front();
+ const float averageSpeed = static_cast<float>(sumLength) / static_cast<float>(sumDuration);
+ sampledSpeedRates->resize(sampledInputSize);
+ for (int i = lastSavedInputSize; i < sampledInputSize; ++i) {
+ const int index = (*sampledInputIndice)[i];
+ int length = 0;
+ int duration = 0;
+
+ // Calculate velocity by using distances and durations of
+ // NUM_POINTS_FOR_SPEED_CALCULATION points for both forward and backward.
+ static const int NUM_POINTS_FOR_SPEED_CALCULATION = 2;
+ for (int j = index; j < min(inputSize - 1, index + NUM_POINTS_FOR_SPEED_CALCULATION);
+ ++j) {
+ if (i < sampledInputSize - 1 && j >= (*sampledInputIndice)[i + 1]) {
+ break;
+ }
+ length += getDistanceInt(xCoordinates[j], yCoordinates[j],
+ xCoordinates[j + 1], yCoordinates[j + 1]);
+ duration += times[j + 1] - times[j];
+ }
+ for (int j = index - 1; j >= max(0, index - NUM_POINTS_FOR_SPEED_CALCULATION); --j) {
+ if (i > 0 && j < (*sampledInputIndice)[i - 1]) {
+ break;
+ }
+ // TODO: use mSampledLengthCache instead?
+ length += getDistanceInt(xCoordinates[j], yCoordinates[j],
+ xCoordinates[j + 1], yCoordinates[j + 1]);
+ duration += times[j + 1] - times[j];
+ }
+ if (duration == 0 || sumDuration == 0) {
+ // Cannot calculate speed; thus, it gives an average value (1.0);
+ (*sampledSpeedRates)[i] = 1.0f;
+ } else {
+ const float speed = static_cast<float>(length) / static_cast<float>(duration);
+ (*sampledSpeedRates)[i] = speed / averageSpeed;
+ }
+ }
+
+ // Direction calculation.
+ sampledDirections->resize(sampledInputSize - 1);
+ for (int i = max(0, lastSavedInputSize - 1); i < sampledInputSize - 1; ++i) {
+ (*sampledDirections)[i] = getDirection(sampledInputXs, sampledInputYs, i, i + 1);
+ }
+ return averageSpeed;
+}
+
+/* static */ void ProximityInfoStateUtils::refreshBeelineSpeedRates(const int mostCommonKeyWidth,
+ const float averageSpeed, const int inputSize, const int *const xCoordinates,
+ const int *const yCoordinates, const int *times, const int sampledInputSize,
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs, const std::vector<int> *const inputIndice,
+ std::vector<int> *beelineSpeedPercentiles) {
+ if (DEBUG_SAMPLING_POINTS) {
+ AKLOGI("--- refresh beeline speed rates");
+ }
+ beelineSpeedPercentiles->resize(sampledInputSize);
+ for (int i = 0; i < sampledInputSize; ++i) {
+ (*beelineSpeedPercentiles)[i] = static_cast<int>(calculateBeelineSpeedRate(
+ mostCommonKeyWidth, averageSpeed, i, inputSize, xCoordinates, yCoordinates, times,
+ sampledInputSize, sampledInputXs, sampledInputYs, inputIndice) * MAX_PERCENTILE);
+ }
+}
+
+/* static */float ProximityInfoStateUtils::getDirection(
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs, const int index0, const int index1) {
+ ASSERT(sampledInputXs && sampledInputYs);
+ const int sampledInputSize =sampledInputXs->size();
+ if (index0 < 0 || index0 > sampledInputSize - 1) {
+ return 0.0f;
+ }
+ if (index1 < 0 || index1 > sampledInputSize - 1) {
+ return 0.0f;
+ }
+ const int x1 = (*sampledInputXs)[index0];
+ const int y1 = (*sampledInputYs)[index0];
+ const int x2 = (*sampledInputXs)[index1];
+ const int y2 = (*sampledInputYs)[index1];
+ return getAngle(x1, y1, x2, y2);
+}
+
+// Calculating point to key distance for all near keys and returning the distance between
+// the given point and the nearest key position.
+/* static */ float ProximityInfoStateUtils::updateNearKeysDistances(
+ const ProximityInfo *const proximityInfo, const float maxPointToKeyLength, const int x,
+ const int y, NearKeysDistanceMap *const currentNearKeysDistances) {
+ static const float NEAR_KEY_THRESHOLD = 2.0f;
+
+ currentNearKeysDistances->clear();
+ const int keyCount = proximityInfo->getKeyCount();
+ float nearestKeyDistance = maxPointToKeyLength;
+ for (int k = 0; k < keyCount; ++k) {
+ const float dist = proximityInfo->getNormalizedSquaredDistanceFromCenterFloatG(k, x, y);
+ if (dist < NEAR_KEY_THRESHOLD) {
+ currentNearKeysDistances->insert(std::pair<int, float>(k, dist));
+ }
+ if (nearestKeyDistance > dist) {
+ nearestKeyDistance = dist;
+ }
+ }
+ return nearestKeyDistance;
+}
+
+// Check if previous point is at local minimum position to near keys.
+/* static */ bool ProximityInfoStateUtils::isPrevLocalMin(
+ const NearKeysDistanceMap *const currentNearKeysDistances,
+ const NearKeysDistanceMap *const prevNearKeysDistances,
+ const NearKeysDistanceMap *const prevPrevNearKeysDistances) {
+ static const float MARGIN = 0.01f;
+
+ for (NearKeysDistanceMap::const_iterator it = prevNearKeysDistances->begin();
+ it != prevNearKeysDistances->end(); ++it) {
+ NearKeysDistanceMap::const_iterator itPP = prevPrevNearKeysDistances->find(it->first);
+ NearKeysDistanceMap::const_iterator itC = currentNearKeysDistances->find(it->first);
+ if ((itPP == prevPrevNearKeysDistances->end() || itPP->second > it->second + MARGIN)
+ && (itC == currentNearKeysDistances->end() || itC->second > it->second + MARGIN)) {
+ return true;
+ }
+ }
+ return false;
+}
+
+// Calculating a point score that indicates usefulness of the point.
+/* static */ float ProximityInfoStateUtils::getPointScore(const int mostCommonKeyWidth,
+ const int x, const int y, const int time, const bool lastPoint, const float nearest,
+ const float sumAngle, const NearKeysDistanceMap *const currentNearKeysDistances,
+ const NearKeysDistanceMap *const prevNearKeysDistances,
+ const NearKeysDistanceMap *const prevPrevNearKeysDistances,
+ std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs) {
+ static const int DISTANCE_BASE_SCALE = 100;
+ static const float NEAR_KEY_THRESHOLD = 0.6f;
+ static const int CORNER_CHECK_DISTANCE_THRESHOLD_SCALE = 25;
+ static const float NOT_LOCALMIN_DISTANCE_SCORE = -1.0f;
+ static const float LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE = 1.0f;
+ static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 2.0f / 3.0f;
+ static const float CORNER_SUM_ANGLE_THRESHOLD = M_PI_F / 4.0f;
+ static const float CORNER_SCORE = 1.0f;
+
+ const size_t size = sampledInputXs->size();
+ // If there is only one point, add this point. Besides, if the previous point's distance map
+ // is empty, we re-compute nearby keys distances from the current point.
+ // Note that the current point is the first point in the incremental input that needs to
+ // be re-computed.
+ if (size <= 1 || prevNearKeysDistances->empty()) {
+ return 0.0f;
+ }
+
+ const int baseSampleRate = mostCommonKeyWidth;
+ const int distPrev = getDistanceInt(sampledInputXs->back(), sampledInputYs->back(),
+ (*sampledInputXs)[size - 2], (*sampledInputYs)[size - 2]) * DISTANCE_BASE_SCALE;
+ float score = 0.0f;
+
+ // Location
+ if (!isPrevLocalMin(currentNearKeysDistances, prevNearKeysDistances,
+ prevPrevNearKeysDistances)) {
+ score += NOT_LOCALMIN_DISTANCE_SCORE;
+ } else if (nearest < NEAR_KEY_THRESHOLD) {
+ // Promote points nearby keys
+ score += LOCALMIN_DISTANCE_AND_NEAR_TO_KEY_SCORE;
+ }
+ // Angle
+ const float angle1 = getAngle(x, y, sampledInputXs->back(), sampledInputYs->back());
+ const float angle2 = getAngle(sampledInputXs->back(), sampledInputYs->back(),
+ (*sampledInputXs)[size - 2], (*sampledInputYs)[size - 2]);
+ const float angleDiff = getAngleDiff(angle1, angle2);
+
+ // Save corner
+ if (distPrev > baseSampleRate * CORNER_CHECK_DISTANCE_THRESHOLD_SCALE
+ && (sumAngle > CORNER_SUM_ANGLE_THRESHOLD || angleDiff > CORNER_ANGLE_THRESHOLD)) {
+ score += CORNER_SCORE;
+ }
+ return score;
+}
+
+// Sampling touch point and pushing information to vectors.
+// Returning if previous point is popped or not.
+/* static */ bool ProximityInfoStateUtils::pushTouchPoint(const int mostCommonKeyWidth,
+ const ProximityInfo *const proximityInfo, const int maxPointToKeyLength,
+ const int inputIndex, const int nodeCodePoint, int x, int y,
+ const int time, const bool doSampling, const bool isLastPoint, const float sumAngle,
+ NearKeysDistanceMap *const currentNearKeysDistances,
+ const NearKeysDistanceMap *const prevNearKeysDistances,
+ const NearKeysDistanceMap *const prevPrevNearKeysDistances,
+ std::vector<int> *sampledInputXs, std::vector<int> *sampledInputYs,
+ std::vector<int> *sampledInputTimes, std::vector<int> *sampledLengthCache,
+ std::vector<int> *sampledInputIndice) {
+ static const int LAST_POINT_SKIP_DISTANCE_SCALE = 4;
+
+ size_t size = sampledInputXs->size();
+ bool popped = false;
+ if (nodeCodePoint < 0 && doSampling) {
+ const float nearest = updateNearKeysDistances(
+ proximityInfo, maxPointToKeyLength, x, y, currentNearKeysDistances);
+ const float score = getPointScore(mostCommonKeyWidth, x, y, time, isLastPoint, nearest,
+ sumAngle, currentNearKeysDistances, prevNearKeysDistances,
+ prevPrevNearKeysDistances, sampledInputXs, sampledInputYs);
+ if (score < 0) {
+ // Pop previous point because it would be useless.
+ popInputData(sampledInputXs, sampledInputYs, sampledInputTimes, sampledLengthCache,
+ sampledInputIndice);
+ size = sampledInputXs->size();
+ popped = true;
+ } else {
+ popped = false;
+ }
+ // Check if the last point should be skipped.
+ if (isLastPoint && size > 0) {
+ if (getDistanceInt(x, y, sampledInputXs->back(),
+ sampledInputYs->back()) * LAST_POINT_SKIP_DISTANCE_SCALE
+ < mostCommonKeyWidth) {
+ // This point is not used because it's too close to the previous point.
+ if (DEBUG_GEO_FULL) {
+ AKLOGI("p0: size = %zd, x = %d, y = %d, lx = %d, ly = %d, dist = %d, "
+ "width = %d", size, x, y, sampledInputXs->back(),
+ sampledInputYs->back(), getDistanceInt(
+ x, y, sampledInputXs->back(), sampledInputYs->back()),
+ mostCommonKeyWidth / LAST_POINT_SKIP_DISTANCE_SCALE);
+ }
+ return popped;
+ }
+ }
+ }
+
+ if (nodeCodePoint >= 0 && (x < 0 || y < 0)) {
+ const int keyId = proximityInfo->getKeyIndexOf(nodeCodePoint);
+ if (keyId >= 0) {
+ x = proximityInfo->getKeyCenterXOfKeyIdG(keyId);
+ y = proximityInfo->getKeyCenterYOfKeyIdG(keyId);
+ }
+ }
+
+ // Pushing point information.
+ if (size > 0) {
+ sampledLengthCache->push_back(
+ sampledLengthCache->back() + getDistanceInt(
+ x, y, sampledInputXs->back(), sampledInputYs->back()));
+ } else {
+ sampledLengthCache->push_back(0);
+ }
+ sampledInputXs->push_back(x);
+ sampledInputYs->push_back(y);
+ sampledInputTimes->push_back(time);
+ sampledInputIndice->push_back(inputIndex);
+ if (DEBUG_GEO_FULL) {
+ AKLOGI("pushTouchPoint: x = %03d, y = %03d, time = %d, index = %d, popped ? %01d",
+ x, y, time, inputIndex, popped);
+ }
+ return popped;
+}
+
+/* static */ float ProximityInfoStateUtils::calculateBeelineSpeedRate(const int mostCommonKeyWidth,
+ const float averageSpeed, const int id, const int inputSize, const int *const xCoordinates,
+ const int *const yCoordinates, const int *times, const int sampledInputSize,
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ const std::vector<int> *const sampledInputIndices) {
+ if (sampledInputSize <= 0 || averageSpeed < 0.001f) {
+ if (DEBUG_SAMPLING_POINTS) {
+ AKLOGI("--- invalid state: cancel. size = %d, ave = %f",
+ sampledInputSize, averageSpeed);
+ }
+ return 1.0f;
+ }
+ const int lookupRadius = mostCommonKeyWidth
+ * ProximityInfoParams::LOOKUP_RADIUS_PERCENTILE / MAX_PERCENTILE;
+ const int x0 = (*sampledInputXs)[id];
+ const int y0 = (*sampledInputYs)[id];
+ const int actualInputIndex = (*sampledInputIndices)[id];
+ int tempTime = 0;
+ int tempBeelineDistance = 0;
+ int start = actualInputIndex;
+ // lookup forward
+ while (start > 0 && tempBeelineDistance < lookupRadius) {
+ tempTime += times[start] - times[start - 1];
+ --start;
+ tempBeelineDistance = getDistanceInt(x0, y0, xCoordinates[start], yCoordinates[start]);
+ }
+ // Exclusive unless this is an edge point
+ if (start > 0 && start < actualInputIndex) {
+ ++start;
+ }
+ tempTime= 0;
+ tempBeelineDistance = 0;
+ int end = actualInputIndex;
+ // lookup backward
+ while (end < (inputSize - 1) && tempBeelineDistance < lookupRadius) {
+ tempTime += times[end + 1] - times[end];
+ ++end;
+ tempBeelineDistance = getDistanceInt(x0, y0, xCoordinates[end], yCoordinates[end]);
+ }
+ // Exclusive unless this is an edge point
+ if (end > actualInputIndex && end < (inputSize - 1)) {
+ --end;
+ }
+
+ if (start >= end) {
+ if (DEBUG_DOUBLE_LETTER) {
+ AKLOGI("--- double letter: start == end %d", start);
+ }
+ return 1.0f;
+ }
+
+ const int x2 = xCoordinates[start];
+ const int y2 = yCoordinates[start];
+ const int x3 = xCoordinates[end];
+ const int y3 = yCoordinates[end];
+ const int beelineDistance = getDistanceInt(x2, y2, x3, y3);
+ int adjustedStartTime = times[start];
+ if (start == 0 && actualInputIndex == 0 && inputSize > 1) {
+ adjustedStartTime += ProximityInfoParams::FIRST_POINT_TIME_OFFSET_MILLIS;
+ }
+ int adjustedEndTime = times[end];
+ if (end == (inputSize - 1) && inputSize > 1) {
+ adjustedEndTime -= ProximityInfoParams::FIRST_POINT_TIME_OFFSET_MILLIS;
+ }
+ const int time = adjustedEndTime - adjustedStartTime;
+ if (time <= 0) {
+ return 1.0f;
+ }
+
+ if (time >= ProximityInfoParams::STRONG_DOUBLE_LETTER_TIME_MILLIS){
+ return 0.0f;
+ }
+ if (DEBUG_DOUBLE_LETTER) {
+ AKLOGI("--- (%d, %d) double letter: start = %d, end = %d, dist = %d, time = %d,"
+ " speed = %f, ave = %f, val = %f, start time = %d, end time = %d",
+ id, (*sampledInputIndices)[id], start, end, beelineDistance, time,
+ (static_cast<float>(beelineDistance) / static_cast<float>(time)), averageSpeed,
+ ((static_cast<float>(beelineDistance) / static_cast<float>(time))
+ / averageSpeed), adjustedStartTime, adjustedEndTime);
+ }
+ // Offset 1%
+ // TODO: Detect double letter more smartly
+ return 0.01f + static_cast<float>(beelineDistance) / static_cast<float>(time) / averageSpeed;
+}
+
+/* static */ float ProximityInfoStateUtils::getPointAngle(
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs, const int index) {
+ if (!sampledInputXs || !sampledInputYs) {
+ return 0.0f;
+ }
+ const int sampledInputSize = sampledInputXs->size();
+ if (index <= 0 || index >= sampledInputSize - 1) {
+ return 0.0f;
+ }
+ const float previousDirection = getDirection(sampledInputXs, sampledInputYs, index - 1, index);
+ const float nextDirection = getDirection(sampledInputXs, sampledInputYs, index, index + 1);
+ const float directionDiff = getAngleDiff(previousDirection, nextDirection);
+ return directionDiff;
+}
+
+/* static */ float ProximityInfoStateUtils::getPointsAngle(
+ const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ const int index0, const int index1, const int index2) {
+ if (!sampledInputXs || !sampledInputYs) {
+ return 0.0f;
+ }
+ const int sampledInputSize = sampledInputXs->size();
+ if (index0 < 0 || index0 > sampledInputSize - 1) {
+ return 0.0f;
+ }
+ if (index1 < 0 || index1 > sampledInputSize - 1) {
+ return 0.0f;
+ }
+ if (index2 < 0 || index2 > sampledInputSize - 1) {
+ return 0.0f;
+ }
+ const float previousDirection = getDirection(sampledInputXs, sampledInputYs, index0, index1);
+ const float nextDirection = getDirection(sampledInputXs, sampledInputYs, index1, index2);
+ return getAngleDiff(previousDirection, nextDirection);
+}
+
+// TODO: Remove the "scale" parameter
+// This function basically converts from a length to an edit distance. Accordingly, it's obviously
+// wrong to compare with mMaxPointToKeyLength.
+/* static */ float ProximityInfoStateUtils::getPointToKeyByIdLength(const float maxPointToKeyLength,
+ const std::vector<float> *const distanceCache_G, const int keyCount,
+ const int inputIndex, const int keyId, const float scale) {
+ if (keyId != NOT_AN_INDEX) {
+ const int index = inputIndex * keyCount + keyId;
+ return min((*distanceCache_G)[index] * scale, maxPointToKeyLength);
+ }
+ // If the char is not a key on the keyboard then return the max length.
+ return static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
+}
+
+/* static */ float ProximityInfoStateUtils::getPointToKeyByIdLength(const float maxPointToKeyLength,
+ const std::vector<float> *const distanceCache_G, const int keyCount,
+ const int inputIndex, const int keyId) {
+ return getPointToKeyByIdLength(maxPointToKeyLength, distanceCache_G, keyCount, inputIndex,
+ keyId, 1.0f);
+}
+
+// Updates probabilities of aligning to some keys and skipping.
+// Word suggestion should be based on this probabilities.
+/* static */ void ProximityInfoStateUtils::updateAlignPointProbabilities(
+ const float maxPointToKeyLength, const int mostCommonKeyWidth, const int keyCount,
+ const int start, const int sampledInputSize, const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ const std::vector<float> *const sampledSpeedRates,
+ const std::vector<int> *const sampledLengthCache,
+ const std::vector<float> *const distanceCache_G,
+ std::vector<NearKeycodesSet> *nearKeysVector,
+ std::vector<hash_map_compat<int, float> > *charProbabilities) {
+ static const float MIN_PROBABILITY = 0.000001f;
+ static const float MAX_SKIP_PROBABILITY = 0.95f;
+ static const float SKIP_FIRST_POINT_PROBABILITY = 0.01f;
+ static const float SKIP_LAST_POINT_PROBABILITY = 0.1f;
+ static const float MIN_SPEED_RATE_FOR_SKIP_PROBABILITY = 0.15f;
+ static const float SPEED_WEIGHT_FOR_SKIP_PROBABILITY = 0.9f;
+ static const float SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY = 0.6f;
+ static const float NEAREST_DISTANCE_WEIGHT = 0.5f;
+ static const float NEAREST_DISTANCE_BIAS = 0.5f;
+ static const float NEAREST_DISTANCE_WEIGHT_FOR_LAST = 0.6f;
+ static const float NEAREST_DISTANCE_BIAS_FOR_LAST = 0.4f;
+
+ static const float ANGLE_WEIGHT = 0.90f;
+ static const float DEEP_CORNER_ANGLE_THRESHOLD = M_PI_F * 60.0f / 180.0f;
+ static const float SKIP_DEEP_CORNER_PROBABILITY = 0.1f;
+ static const float CORNER_ANGLE_THRESHOLD = M_PI_F * 30.0f / 180.0f;
+ static const float STRAIGHT_ANGLE_THRESHOLD = M_PI_F * 15.0f / 180.0f;
+ static const float SKIP_CORNER_PROBABILITY = 0.4f;
+ static const float SPEED_MARGIN = 0.1f;
+ static const float CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION = 0.0f;
+
+ charProbabilities->resize(sampledInputSize);
+ // Calculates probabilities of using a point as a correlated point with the character
+ // for each point.
+ for (int i = start; i < sampledInputSize; ++i) {
+ (*charProbabilities)[i].clear();
+ // First, calculates skip probability. Starts form MIN_SKIP_PROBABILITY.
+ // Note that all values that are multiplied to this probability should be in [0.0, 1.0];
+ float skipProbability = MAX_SKIP_PROBABILITY;
+
+ const float currentAngle = getPointAngle(sampledInputXs, sampledInputYs, i);
+ const float speedRate = (*sampledSpeedRates)[i];
+
+ float nearestKeyDistance = static_cast<float>(MAX_POINT_TO_KEY_LENGTH);
+ for (int j = 0; j < keyCount; ++j) {
+ if ((*nearKeysVector)[i].test(j)) {
+ const float distance = getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i, j);
+ if (distance < nearestKeyDistance) {
+ nearestKeyDistance = distance;
+ }
+ }
+ }
+
+ if (i == 0) {
+ skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT
+ + NEAREST_DISTANCE_BIAS);
+ // Promote the first point
+ skipProbability *= SKIP_FIRST_POINT_PROBABILITY;
+ } else if (i == sampledInputSize - 1) {
+ skipProbability *= min(1.0f, nearestKeyDistance * NEAREST_DISTANCE_WEIGHT_FOR_LAST
+ + NEAREST_DISTANCE_BIAS_FOR_LAST);
+ // Promote the last point
+ skipProbability *= SKIP_LAST_POINT_PROBABILITY;
+ } else {
+ // If the current speed is relatively slower than adjacent keys, we promote this point.
+ if ((*sampledSpeedRates)[i - 1] - SPEED_MARGIN > speedRate
+ && speedRate < (*sampledSpeedRates)[i + 1] - SPEED_MARGIN) {
+ if (currentAngle < CORNER_ANGLE_THRESHOLD) {
+ skipProbability *= min(1.0f, speedRate
+ * SLOW_STRAIGHT_WEIGHT_FOR_SKIP_PROBABILITY);
+ } else {
+ // If the angle is small enough, we promote this point more. (e.g. pit vs put)
+ skipProbability *= min(1.0f, speedRate * SPEED_WEIGHT_FOR_SKIP_PROBABILITY
+ + MIN_SPEED_RATE_FOR_SKIP_PROBABILITY);
+ }
+ }
+
+ skipProbability *= min(1.0f, speedRate * nearestKeyDistance *
+ NEAREST_DISTANCE_WEIGHT + NEAREST_DISTANCE_BIAS);
+
+ // Adjusts skip probability by a rate depending on angle.
+ // ANGLE_RATE of skipProbability is adjusted by current angle.
+ skipProbability *= (M_PI_F - currentAngle) / M_PI_F * ANGLE_WEIGHT
+ + (1.0f - ANGLE_WEIGHT);
+ if (currentAngle > DEEP_CORNER_ANGLE_THRESHOLD) {
+ skipProbability *= SKIP_DEEP_CORNER_PROBABILITY;
+ }
+ // We assume the angle of this point is the angle for point[i], point[i - 2]
+ // and point[i - 3]. The reason why we don't use the angle for point[i], point[i - 1]
+ // and point[i - 2] is this angle can be more affected by the noise.
+ const float prevAngle = getPointsAngle(sampledInputXs, sampledInputYs, i, i - 2, i - 3);
+ if (i >= 3 && prevAngle < STRAIGHT_ANGLE_THRESHOLD
+ && currentAngle > CORNER_ANGLE_THRESHOLD) {
+ skipProbability *= SKIP_CORNER_PROBABILITY;
+ }
+ }
+
+ // probabilities must be in [0.0, MAX_SKIP_PROBABILITY];
+ ASSERT(skipProbability >= 0.0f);
+ ASSERT(skipProbability <= MAX_SKIP_PROBABILITY);
+ (*charProbabilities)[i][NOT_AN_INDEX] = skipProbability;
+
+ // Second, calculates key probabilities by dividing the rest probability
+ // (1.0f - skipProbability).
+ const float inputCharProbability = 1.0f - skipProbability;
+
+ // TODO: The variance is critical for accuracy; thus, adjusting these parameter by machine
+ // learning or something would be efficient.
+ static const float SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION = 0.3f;
+ static const float MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION = 0.25f;
+ static const float SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION = 0.5f;
+ static const float MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION = 0.15f;
+ static const float MIN_STANDERD_DIVIATION = 0.37f;
+
+ const float speedxAngleRate = min(speedRate * currentAngle / M_PI_F
+ * SPEEDxANGLE_WEIGHT_FOR_STANDARD_DIVIATION,
+ MAX_SPEEDxANGLE_RATE_FOR_STANDERD_DIVIATION);
+ const float speedxNearestKeyDistanceRate = min(speedRate * nearestKeyDistance
+ * SPEEDxNEAREST_WEIGHT_FOR_STANDARD_DIVIATION,
+ MAX_SPEEDxNEAREST_RATE_FOR_STANDERD_DIVIATION);
+ const float sigma = speedxAngleRate + speedxNearestKeyDistanceRate + MIN_STANDERD_DIVIATION;
+
+ ProximityInfoUtils::NormalDistribution
+ distribution(CENTER_VALUE_OF_NORMALIZED_DISTRIBUTION, sigma);
+ static const float PREV_DISTANCE_WEIGHT = 0.5f;
+ static const float NEXT_DISTANCE_WEIGHT = 0.6f;
+ // Summing up probability densities of all near keys.
+ float sumOfProbabilityDensities = 0.0f;
+ for (int j = 0; j < keyCount; ++j) {
+ if ((*nearKeysVector)[i].test(j)) {
+ float distance = sqrtf(getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i, j));
+ if (i == 0 && i != sampledInputSize - 1) {
+ // For the first point, weighted average of distances from first point and the
+ // next point to the key is used as a point to key distance.
+ const float nextDistance = sqrtf(getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i + 1, j));
+ if (nextDistance < distance) {
+ // The distance of the first point tends to bigger than continuing
+ // points because the first touch by the user can be sloppy.
+ // So we promote the first point if the distance of that point is larger
+ // than the distance of the next point.
+ distance = (distance + nextDistance * NEXT_DISTANCE_WEIGHT)
+ / (1.0f + NEXT_DISTANCE_WEIGHT);
+ }
+ } else if (i != 0 && i == sampledInputSize - 1) {
+ // For the first point, weighted average of distances from last point and
+ // the previous point to the key is used as a point to key distance.
+ const float previousDistance = sqrtf(getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i - 1, j));
+ if (previousDistance < distance) {
+ // The distance of the last point tends to bigger than continuing points
+ // because the last touch by the user can be sloppy. So we promote the
+ // last point if the distance of that point is larger than the distance of
+ // the previous point.
+ distance = (distance + previousDistance * PREV_DISTANCE_WEIGHT)
+ / (1.0f + PREV_DISTANCE_WEIGHT);
+ }
+ }
+ // TODO: Promote the first point when the extended line from the next input is near
+ // from a key. Also, promote the last point as well.
+ sumOfProbabilityDensities += distribution.getProbabilityDensity(distance);
+ }
+ }
+
+ // Split the probability of an input point to keys that are close to the input point.
+ for (int j = 0; j < keyCount; ++j) {
+ if ((*nearKeysVector)[i].test(j)) {
+ float distance = sqrtf(getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i, j));
+ if (i == 0 && i != sampledInputSize - 1) {
+ // For the first point, weighted average of distances from the first point and
+ // the next point to the key is used as a point to key distance.
+ const float prevDistance = sqrtf(getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i + 1, j));
+ if (prevDistance < distance) {
+ distance = (distance + prevDistance * NEXT_DISTANCE_WEIGHT)
+ / (1.0f + NEXT_DISTANCE_WEIGHT);
+ }
+ } else if (i != 0 && i == sampledInputSize - 1) {
+ // For the first point, weighted average of distances from last point and
+ // the previous point to the key is used as a point to key distance.
+ const float prevDistance = sqrtf(getPointToKeyByIdLength(
+ maxPointToKeyLength, distanceCache_G, keyCount, i - 1, j));
+ if (prevDistance < distance) {
+ distance = (distance + prevDistance * PREV_DISTANCE_WEIGHT)
+ / (1.0f + PREV_DISTANCE_WEIGHT);
+ }
+ }
+ const float probabilityDensity = distribution.getProbabilityDensity(distance);
+ const float probability = inputCharProbability * probabilityDensity
+ / sumOfProbabilityDensities;
+ (*charProbabilities)[i][j] = probability;
+ }
+ }
+ }
+
+ if (DEBUG_POINTS_PROBABILITY) {
+ for (int i = 0; i < sampledInputSize; ++i) {
+ std::stringstream sstream;
+ sstream << i << ", ";
+ sstream << "(" << (*sampledInputXs)[i] << ", " << (*sampledInputYs)[i] << "), ";
+ sstream << "Speed: "<< (*sampledSpeedRates)[i] << ", ";
+ sstream << "Angle: "<< getPointAngle(sampledInputXs, sampledInputYs, i) << ", \n";
+
+ for (hash_map_compat<int, float>::iterator it = (*charProbabilities)[i].begin();
+ it != (*charProbabilities)[i].end(); ++it) {
+ if (it->first == NOT_AN_INDEX) {
+ sstream << it->first
+ << "(skip):"
+ << it->second
+ << "\n";
+ } else {
+ sstream << it->first
+ << "("
+ //<< static_cast<char>(mProximityInfo->getCodePointOf(it->first))
+ << "):"
+ << it->second
+ << "\n";
+ }
+ }
+ AKLOGI("%s", sstream.str().c_str());
+ }
+ }
+
+ // Decrease key probabilities of points which don't have the highest probability of that key
+ // among nearby points. Probabilities of the first point and the last point are not suppressed.
+ for (int i = max(start, 1); i < sampledInputSize; ++i) {
+ for (int j = i + 1; j < sampledInputSize; ++j) {
+ if (!suppressCharProbabilities(
+ mostCommonKeyWidth, sampledInputSize, sampledLengthCache, i, j,
+ charProbabilities)) {
+ break;
+ }
+ }
+ for (int j = i - 1; j >= max(start, 0); --j) {
+ if (!suppressCharProbabilities(
+ mostCommonKeyWidth, sampledInputSize, sampledLengthCache, i, j,
+ charProbabilities)) {
+ break;
+ }
+ }
+ }
+
+ // Converting from raw probabilities to log probabilities to calculate spatial distance.
+ for (int i = start; i < sampledInputSize; ++i) {
+ for (int j = 0; j < keyCount; ++j) {
+ hash_map_compat<int, float>::iterator it = (*charProbabilities)[i].find(j);
+ if (it == (*charProbabilities)[i].end()){
+ (*nearKeysVector)[i].reset(j);
+ } else if(it->second < MIN_PROBABILITY) {
+ // Erases from near keys vector because it has very low probability.
+ (*nearKeysVector)[i].reset(j);
+ (*charProbabilities)[i].erase(j);
+ } else {
+ it->second = -logf(it->second);
+ }
+ }
+ (*charProbabilities)[i][NOT_AN_INDEX] = -logf((*charProbabilities)[i][NOT_AN_INDEX]);
+ }
+}
+
+/* static */ void ProximityInfoStateUtils::updateSearchKeysVector(
+ const ProximityInfo *const proximityInfo, const int sampledInputSize,
+ const int lastSavedInputSize,
+ const std::vector<int> *const sampledLengthCache,
+ const std::vector<NearKeycodesSet> *const nearKeysVector,
+ std::vector<NearKeycodesSet> *searchKeysVector) {
+ const int readForwordLength = static_cast<int>(
+ hypotf(proximityInfo->getKeyboardWidth(), proximityInfo->getKeyboardHeight())
+ * ProximityInfoParams::SEARCH_KEY_RADIUS_RATIO);
+ for (int i = 0; i < sampledInputSize; ++i) {
+ if (i >= lastSavedInputSize) {
+ (*searchKeysVector)[i].reset();
+ }
+ for (int j = max(i, lastSavedInputSize); j < sampledInputSize; ++j) {
+ // TODO: Investigate if this is required. This may not fail.
+ if ((*sampledLengthCache)[j] - (*sampledLengthCache)[i] >= readForwordLength) {
+ break;
+ }
+ (*searchKeysVector)[i] |= (*nearKeysVector)[j];
+ }
+ }
+}
+
+// Decreases char probabilities of index0 by checking probabilities of a near point (index1) and
+// increases char probabilities of index1 by checking probabilities of index0.
+/* static */ bool ProximityInfoStateUtils::suppressCharProbabilities(const int mostCommonKeyWidth,
+ const int sampledInputSize, const std::vector<int> *const lengthCache,
+ const int index0, const int index1,
+ std::vector<hash_map_compat<int, float> > *charProbabilities) {
+ ASSERT(0 <= index0 && index0 < sampledInputSize);
+ ASSERT(0 <= index1 && index1 < sampledInputSize);
+
+ static const float SUPPRESSION_LENGTH_WEIGHT = 1.5f;
+ static const float MIN_SUPPRESSION_RATE = 0.1f;
+ static const float SUPPRESSION_WEIGHT = 0.5f;
+ static const float SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN = 0.1f;
+ static const float SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN = 0.3f;
+
+ const float keyWidthFloat = static_cast<float>(mostCommonKeyWidth);
+ const float diff = fabsf(static_cast<float>((*lengthCache)[index0] - (*lengthCache)[index1]));
+ if (diff > keyWidthFloat * SUPPRESSION_LENGTH_WEIGHT) {
+ return false;
+ }
+ const float suppressionRate = MIN_SUPPRESSION_RATE
+ + diff / keyWidthFloat / SUPPRESSION_LENGTH_WEIGHT * SUPPRESSION_WEIGHT;
+ for (hash_map_compat<int, float>::iterator it = (*charProbabilities)[index0].begin();
+ it != (*charProbabilities)[index0].end(); ++it) {
+ hash_map_compat<int, float>::iterator it2 = (*charProbabilities)[index1].find(it->first);
+ if (it2 != (*charProbabilities)[index1].end() && it->second < it2->second) {
+ const float newProbability = it->second * suppressionRate;
+ const float suppression = it->second - newProbability;
+ it->second = newProbability;
+ // mCharProbabilities[index0][NOT_AN_INDEX] is the probability of skipping this point.
+ (*charProbabilities)[index0][NOT_AN_INDEX] += suppression;
+
+ // Add the probability of the same key nearby index1
+ const float probabilityGain = min(suppression * SUPPRESSION_WEIGHT_FOR_PROBABILITY_GAIN,
+ (*charProbabilities)[index1][NOT_AN_INDEX]
+ * SKIP_PROBABALITY_WEIGHT_FOR_PROBABILITY_GAIN);
+ it2->second += probabilityGain;
+ (*charProbabilities)[index1][NOT_AN_INDEX] -= probabilityGain;
+ }
+ }
+ return true;
+}
+
+/* static */ void ProximityInfoStateUtils::dump(const bool isGeometric, const int inputSize,
+ const int *const inputXCoordinates, const int *const inputYCoordinates,
+ const int sampledInputSize, const std::vector<int> *const sampledInputXs,
+ const std::vector<int> *const sampledInputYs,
+ const std::vector<int> *const sampledTimes,
+ const std::vector<float> *const sampledSpeedRates,
+ const std::vector<int> *const sampledBeelineSpeedPercentiles) {
+ if (DEBUG_GEO_FULL) {
+ for (int i = 0; i < sampledInputSize; ++i) {
+ AKLOGI("Sampled(%d): x = %d, y = %d, time = %d", i, (*sampledInputXs)[i],
+ (*sampledInputYs)[i], sampledTimes ? (*sampledTimes)[i] : -1);
+ }
+ }
+
+ std::stringstream originalX, originalY, sampledX, sampledY;
+ for (int i = 0; i < inputSize; ++i) {
+ originalX << inputXCoordinates[i];
+ originalY << inputYCoordinates[i];
+ if (i != inputSize - 1) {
+ originalX << ";";
+ originalY << ";";
+ }
+ }
+ AKLOGI("===== sampled points =====");
+ for (int i = 0; i < sampledInputSize; ++i) {
+ if (isGeometric) {
+ AKLOGI("%d: x = %d, y = %d, time = %d, relative speed = %.4f, beeline speed = %d",
+ i, (*sampledInputXs)[i], (*sampledInputYs)[i], (*sampledTimes)[i],
+ (*sampledSpeedRates)[i], (*sampledBeelineSpeedPercentiles)[i]);
+ }
+ sampledX << (*sampledInputXs)[i];
+ sampledY << (*sampledInputYs)[i];
+ if (i != sampledInputSize - 1) {
+ sampledX << ";";
+ sampledY << ";";
+ }
+ }
+ AKLOGI("original points:\n%s, %s,\nsampled points:\n%s, %s,\n",
+ originalX.str().c_str(), originalY.str().c_str(), sampledX.str().c_str(),
+ sampledY.str().c_str());
+}
+} // namespace latinime