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/*
* 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 <cmath>
#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
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