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Commit 40a6d4af authored by Ken Wakasa's avatar Ken Wakasa Committed by Android (Google) Code Review
Browse files

Merge "Cleanups in geometry_utils.h" into jb-mr1-dev

parents f5fba0c1 0fb95085
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+9 −8
Original line number Diff line number Diff line
@@ -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) {
+19 −21
Original line number Diff line number Diff line
@@ -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