/* * Copyright (C) 2015 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 */ package com.android.systemui.classifier; public class Point { public float x; public float y; public long timeOffsetNano; public Point(float x, float y) { this.x = x; this.y = y; this.timeOffsetNano = 0; } public Point(float x, float y, long timeOffsetNano) { this.x = x; this.y = y; this.timeOffsetNano = timeOffsetNano; } public boolean equals(Point p) { return x == p.x && y == p.y; } public float dist(Point a) { return (float) Math.hypot(a.x - x, a.y - y); } /** * Calculates the cross product of vec(this, a) and vec(this, b) where vec(x,y) is the * vector from point x to point y */ public float crossProduct(Point a, Point b) { return (a.x - x) * (b.y - y) - (a.y - y) * (b.x - x); } /** * Calculates the dot product of vec(this, a) and vec(this, b) where vec(x,y) is the * vector from point x to point y */ public float dotProduct(Point a, Point b) { return (a.x - x) * (b.x - x) + (a.y - y) * (b.y - y); } /** * Calculates the angle in radians created by points (a, this, b). If any two of these points * are the same, the method will return 0.0f * * @return the angle in radians */ public float getAngle(Point a, Point b) { float dist1 = dist(a); float dist2 = dist(b); if (dist1 == 0.0f || dist2 == 0.0f) { return 0.0f; } float crossProduct = crossProduct(a, b); float dotProduct = dotProduct(a, b); float cos = Math.min(1.0f, Math.max(-1.0f, dotProduct / dist1 / dist2)); float angle = (float) Math.acos(cos); if (crossProduct < 0.0) { angle = 2.0f * (float) Math.PI - angle; } return angle; } }