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1 /*
2  * Copyright (C) 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef LATINIME_SUGGEST_UTILS_H
18 #define LATINIME_SUGGEST_UTILS_H
19 
20 #include "defines.h"
21 #include "proximity_info_params.h"
22 
23 namespace latinime {
24 class SuggestUtils {
25  public:
26     // TODO: (OLD) Remove
getLengthScalingFactor(const float normalizedSquaredDistance)27     static float getLengthScalingFactor(const float normalizedSquaredDistance) {
28         // Promote or demote the score according to the distance from the sweet spot
29         static const float A = ZERO_DISTANCE_PROMOTION_RATE / 100.0f;
30         static const float B = 1.0f;
31         static const float C = 0.5f;
32         static const float MIN = 0.3f;
33         static const float R1 = NEUTRAL_SCORE_SQUARED_RADIUS;
34         static const float R2 = HALF_SCORE_SQUARED_RADIUS;
35         const float x = normalizedSquaredDistance / static_cast<float>(
36                 ProximityInfoParams::NORMALIZED_SQUARED_DISTANCE_SCALING_FACTOR);
37         const float factor = max((x < R1)
38                 ? (A * (R1 - x) + B * x) / R1
39                 : (B * (R2 - x) + C * (x - R1)) / (R2 - R1), MIN);
40         // factor is a piecewise linear function like:
41         // A -_                  .
42         //     ^-_               .
43         // B      \              .
44         //         \_            .
45         // C         ------------.
46         //                       .
47         // 0   R1 R2             .
48         return factor;
49     }
50 
getSweetSpotFactor(const bool isTouchPositionCorrectionEnabled,const float normalizedSquaredDistance)51     static float getSweetSpotFactor(const bool isTouchPositionCorrectionEnabled,
52             const float normalizedSquaredDistance) {
53         // Promote or demote the score according to the distance from the sweet spot
54         static const float A = 0.0f;
55         static const float B = 0.24f;
56         static const float C = 1.20f;
57         static const float R0 = 0.0f;
58         static const float R1 = 0.25f; // Sweet spot
59         static const float R2 = 1.0f;
60         const float x = normalizedSquaredDistance;
61         if (!isTouchPositionCorrectionEnabled) {
62             return min(C, x);
63         }
64 
65         // factor is a piecewise linear function like:
66         // C        -------------.
67         //         /             .
68         // B      /              .
69         //      -/               .
70         // A _-^                 .
71         //                       .
72         //   R0 R1 R2            .
73 
74         if (x < R0) {
75             return A;
76         } else if (x < R1) {
77             return (A * (R1 - x) + B * (x - R0)) / (R1 - R0);
78         } else if (x < R2) {
79             return (B * (R2 - x) + C * (x - R1)) / (R2 - R1);
80         } else {
81             return C;
82         }
83     }
84  private:
85     DISALLOW_IMPLICIT_CONSTRUCTORS(SuggestUtils);
86 };
87 } // namespace latinime
88 #endif // LATINIME_SUGGEST_UTILS_H
89