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/*
* 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;
}
}