/* * 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_INCREMENTAL_GEOMETRY_UTILS_H #define LATINIME_INCREMENTAL_GEOMETRY_UTILS_H #include #define MAX_DISTANCE 10000000 #define KEY_NUM 27 #define SPACE_KEY 26 #define MAX_PATHS 2 #define DEBUG_DECODER false namespace latinime { static inline float sqr(float x) { return x * x; } static inline float getNormalizedSqrDistance(int x1, int y1, int x2, int y2, int scale) { return sqr((x1 - x2) * 1.0 / scale) + sqr((y1 - y2) * 1.0 / scale); } static inline int getDistance(int x1, int y1, int x2, int y2) { return (int) sqrt(sqr(x2 - x1) + sqr(y2 - y1)); } static inline float getDistanceSq(float x1, float y1, float x2, float y2) { return sqr(x2 - x1) + sqr(y2 - y1); } static inline float getAngle(int x1, int y1, int x2, int y2) { float dx = x1 - x2; float dy = y1 - y2; if (dx == 0 && dy == 0) return 0; return atan2(dy, dx); } static inline float angleDiff(float a1, float a2) { float diff = a1 - a2; if (diff < 0) { diff = -diff; } if (diff > M_PI) { return 2 * M_PI - diff; } return diff; } //static float pointToLineDistanceSq(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 abs(A * D - C * B) / sqrt(C * C + D * D); //} static inline float pointToLineSegDistanceSq( float x, float y, float x1, float y1, float x2, float y2) { float ray1x = x - x1; float ray1y = y - y1; float ray2x = x2 - x1; float ray2y = y2 - y1; float dotProduct = ray1x * ray2x + ray1y * ray2y; float lineLengthSq = ray2x * ray2x + ray2y * ray2y; float projectionLengthSq = dotProduct / lineLengthSq; float projectionX, projectionY; if (projectionLengthSq < 0) { projectionX = x1; projectionY = y1; } else if (projectionLengthSq > 1) { projectionX = x2; projectionY = y2; } else { projectionX = x1 + projectionLengthSq * ray2x; projectionY = y1 + projectionLengthSq * ray2y; } float dist = getDistanceSq(x, y, projectionX, projectionY); return dist; } } // namespace latinime #endif // LATINIME_INCREMENTAL_GEOMETRY_UTILS_H