/* * Copyright (C) 2008-2009 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 android.gesture; import android.graphics.RectF; import android.util.Log; import java.util.ArrayList; import java.util.Arrays; import java.io.Closeable; import java.io.IOException; import static android.gesture.GestureConstants.*; /** * Utility functions for gesture processing & analysis, including methods for: * */ public final class GestureUtils { private static final float SCALING_THRESHOLD = 0.26f; private static final float NONUNIFORM_SCALE = (float) Math.sqrt(2); private GestureUtils() { } /** * Closes the specified stream. * * @param stream The stream to close. */ static void closeStream(Closeable stream) { if (stream != null) { try { stream.close(); } catch (IOException e) { Log.e(LOG_TAG, "Could not close stream", e); } } } /** * Samples the gesture spatially by rendering the gesture into a 2D * grayscale bitmap. Scales the gesture to fit the size of the bitmap. * The scaling does not necessarily keep the aspect ratio of the gesture. * * @param gesture the gesture to be sampled * @param bitmapSize the size of the bitmap * @return a bitmapSize x bitmapSize grayscale bitmap that is represented * as a 1D array. The float at index i represents the grayscale * value at pixel [i%bitmapSize, i/bitmapSize] */ public static float[] spatialSampling(Gesture gesture, int bitmapSize) { return spatialSampling(gesture, bitmapSize, false); } /** * Samples the gesture spatially by rendering the gesture into a 2D * grayscale bitmap. Scales the gesture to fit the size of the bitmap. * * @param gesture the gesture to be sampled * @param bitmapSize the size of the bitmap * @param keepAspectRatio if the scaling should keep the gesture's * aspect ratio * * @return a bitmapSize x bitmapSize grayscale bitmap that is represented * as a 1D array. The float at index i represents the grayscale * value at pixel [i%bitmapSize, i/bitmapSize] */ public static float[] spatialSampling(Gesture gesture, int bitmapSize, boolean keepAspectRatio) { final float targetPatchSize = bitmapSize - 1; float[] sample = new float[bitmapSize * bitmapSize]; Arrays.fill(sample, 0); RectF rect = gesture.getBoundingBox(); final float gestureWidth = rect.width(); final float gestureHeight = rect.height(); float sx = targetPatchSize / gestureWidth; float sy = targetPatchSize / gestureHeight; if (keepAspectRatio) { float scale = sx < sy ? sx : sy; sx = scale; sy = scale; } else { float aspectRatio = gestureWidth / gestureHeight; if (aspectRatio > 1) { aspectRatio = 1 / aspectRatio; } if (aspectRatio < SCALING_THRESHOLD) { float scale = sx < sy ? sx : sy; sx = scale; sy = scale; } else { if (sx > sy) { float scale = sy * NONUNIFORM_SCALE; if (scale < sx) { sx = scale; } } else { float scale = sx * NONUNIFORM_SCALE; if (scale < sy) { sy = scale; } } } } float preDx = -rect.centerX(); float preDy = -rect.centerY(); float postDx = targetPatchSize / 2; float postDy = targetPatchSize / 2; final ArrayList strokes = gesture.getStrokes(); final int count = strokes.size(); int size; float xpos; float ypos; for (int index = 0; index < count; index++) { final GestureStroke stroke = strokes.get(index); float[] strokepoints = stroke.points; size = strokepoints.length; final float[] pts = new float[size]; for (int i = 0; i < size; i += 2) { pts[i] = (strokepoints[i] + preDx) * sx + postDx; pts[i + 1] = (strokepoints[i + 1] + preDy) * sy + postDy; } float segmentEndX = -1; float segmentEndY = -1; for (int i = 0; i < size; i += 2) { float segmentStartX = pts[i] < 0 ? 0 : pts[i]; float segmentStartY = pts[i + 1] < 0 ? 0 : pts[i + 1]; if (segmentStartX > targetPatchSize) { segmentStartX = targetPatchSize; } if (segmentStartY > targetPatchSize) { segmentStartY = targetPatchSize; } plot(segmentStartX, segmentStartY, sample, bitmapSize); if (segmentEndX != -1) { // Evaluate horizontally if (segmentEndX > segmentStartX) { xpos = (float) Math.ceil(segmentStartX); float slope = (segmentEndY - segmentStartY) / (segmentEndX - segmentStartX); while (xpos < segmentEndX) { ypos = slope * (xpos - segmentStartX) + segmentStartY; plot(xpos, ypos, sample, bitmapSize); xpos++; } } else if (segmentEndX < segmentStartX){ xpos = (float) Math.ceil(segmentEndX); float slope = (segmentEndY - segmentStartY) / (segmentEndX - segmentStartX); while (xpos < segmentStartX) { ypos = slope * (xpos - segmentStartX) + segmentStartY; plot(xpos, ypos, sample, bitmapSize); xpos++; } } // Evaluate vertically if (segmentEndY > segmentStartY) { ypos = (float) Math.ceil(segmentStartY); float invertSlope = (segmentEndX - segmentStartX) / (segmentEndY - segmentStartY); while (ypos < segmentEndY) { xpos = invertSlope * (ypos - segmentStartY) + segmentStartX; plot(xpos, ypos, sample, bitmapSize); ypos++; } } else if (segmentEndY < segmentStartY) { ypos = (float) Math.ceil(segmentEndY); float invertSlope = (segmentEndX - segmentStartX) / (segmentEndY - segmentStartY); while (ypos < segmentStartY) { xpos = invertSlope * (ypos - segmentStartY) + segmentStartX; plot(xpos, ypos, sample, bitmapSize); ypos++; } } } segmentEndX = segmentStartX; segmentEndY = segmentStartY; } } return sample; } private static void plot(float x, float y, float[] sample, int sampleSize) { x = x < 0 ? 0 : x; y = y < 0 ? 0 : y; int xFloor = (int) Math.floor(x); int xCeiling = (int) Math.ceil(x); int yFloor = (int) Math.floor(y); int yCeiling = (int) Math.ceil(y); // if it's an integer if (x == xFloor && y == yFloor) { int index = yCeiling * sampleSize + xCeiling; if (sample[index] < 1){ sample[index] = 1; } } else { final double xFloorSq = Math.pow(xFloor - x, 2); final double yFloorSq = Math.pow(yFloor - y, 2); final double xCeilingSq = Math.pow(xCeiling - x, 2); final double yCeilingSq = Math.pow(yCeiling - y, 2); float topLeft = (float) Math.sqrt(xFloorSq + yFloorSq); float topRight = (float) Math.sqrt(xCeilingSq + yFloorSq); float btmLeft = (float) Math.sqrt(xFloorSq + yCeilingSq); float btmRight = (float) Math.sqrt(xCeilingSq + yCeilingSq); float sum = topLeft + topRight + btmLeft + btmRight; float value = topLeft / sum; int index = yFloor * sampleSize + xFloor; if (value > sample[index]){ sample[index] = value; } value = topRight / sum; index = yFloor * sampleSize + xCeiling; if (value > sample[index]){ sample[index] = value; } value = btmLeft / sum; index = yCeiling * sampleSize + xFloor; if (value > sample[index]){ sample[index] = value; } value = btmRight / sum; index = yCeiling * sampleSize + xCeiling; if (value > sample[index]){ sample[index] = value; } } } /** * Samples a stroke temporally into a given number of evenly-distributed * points. * * @param stroke the gesture stroke to be sampled * @param numPoints the number of points * @return the sampled points in the form of [x1, y1, x2, y2, ..., xn, yn] */ public static float[] temporalSampling(GestureStroke stroke, int numPoints) { final float increment = stroke.length / (numPoints - 1); int vectorLength = numPoints * 2; float[] vector = new float[vectorLength]; float distanceSoFar = 0; float[] pts = stroke.points; float lstPointX = pts[0]; float lstPointY = pts[1]; int index = 0; float currentPointX = Float.MIN_VALUE; float currentPointY = Float.MIN_VALUE; vector[index] = lstPointX; index++; vector[index] = lstPointY; index++; int i = 0; int count = pts.length / 2; while (i < count) { if (currentPointX == Float.MIN_VALUE) { i++; if (i >= count) { break; } currentPointX = pts[i * 2]; currentPointY = pts[i * 2 + 1]; } float deltaX = currentPointX - lstPointX; float deltaY = currentPointY - lstPointY; float distance = (float) Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distanceSoFar + distance >= increment) { float ratio = (increment - distanceSoFar) / distance; float nx = lstPointX + ratio * deltaX; float ny = lstPointY + ratio * deltaY; vector[index] = nx; index++; vector[index] = ny; index++; lstPointX = nx; lstPointY = ny; distanceSoFar = 0; } else { lstPointX = currentPointX; lstPointY = currentPointY; currentPointX = Float.MIN_VALUE; currentPointY = Float.MIN_VALUE; distanceSoFar += distance; } } for (i = index; i < vectorLength; i += 2) { vector[i] = lstPointX; vector[i + 1] = lstPointY; } return vector; } /** * Calculates the centroid of a set of points. * * @param points the points in the form of [x1, y1, x2, y2, ..., xn, yn] * @return the centroid */ static float[] computeCentroid(float[] points) { float centerX = 0; float centerY = 0; int count = points.length; for (int i = 0; i < count; i++) { centerX += points[i]; i++; centerY += points[i]; } float[] center = new float[2]; center[0] = 2 * centerX / count; center[1] = 2 * centerY / count; return center; } /** * Calculates the variance-covariance matrix of a set of points. * * @param points the points in the form of [x1, y1, x2, y2, ..., xn, yn] * @return the variance-covariance matrix */ private static float[][] computeCoVariance(float[] points) { float[][] array = new float[2][2]; array[0][0] = 0; array[0][1] = 0; array[1][0] = 0; array[1][1] = 0; int count = points.length; for (int i = 0; i < count; i++) { float x = points[i]; i++; float y = points[i]; array[0][0] += x * x; array[0][1] += x * y; array[1][0] = array[0][1]; array[1][1] += y * y; } array[0][0] /= (count / 2); array[0][1] /= (count / 2); array[1][0] /= (count / 2); array[1][1] /= (count / 2); return array; } static float computeTotalLength(float[] points) { float sum = 0; int count = points.length - 4; for (int i = 0; i < count; i += 2) { float dx = points[i + 2] - points[i]; float dy = points[i + 3] - points[i + 1]; sum += Math.sqrt(dx * dx + dy * dy); } return sum; } static float computeStraightness(float[] points) { float totalLen = computeTotalLength(points); float dx = points[2] - points[0]; float dy = points[3] - points[1]; return (float) Math.sqrt(dx * dx + dy * dy) / totalLen; } static float computeStraightness(float[] points, float totalLen) { float dx = points[2] - points[0]; float dy = points[3] - points[1]; return (float) Math.sqrt(dx * dx + dy * dy) / totalLen; } /** * Calculates the squared Euclidean distance between two vectors. * * @param vector1 * @param vector2 * @return the distance */ static float squaredEuclideanDistance(float[] vector1, float[] vector2) { float squaredDistance = 0; int size = vector1.length; for (int i = 0; i < size; i++) { float difference = vector1[i] - vector2[i]; squaredDistance += difference * difference; } return squaredDistance / size; } /** * Calculates the cosine distance between two instances. * * @param vector1 * @param vector2 * @return the distance between 0 and Math.PI */ static float cosineDistance(float[] vector1, float[] vector2) { float sum = 0; int len = vector1.length; for (int i = 0; i < len; i++) { sum += vector1[i] * vector2[i]; } return (float) Math.acos(sum); } /** * Calculates the "minimum" cosine distance between two instances. * * @param vector1 * @param vector2 * @param numOrientations the maximum number of orientation allowed * @return the distance between the two instances (between 0 and Math.PI) */ static float minimumCosineDistance(float[] vector1, float[] vector2, int numOrientations) { final int len = vector1.length; float a = 0; float b = 0; for (int i = 0; i < len; i += 2) { a += vector1[i] * vector2[i] + vector1[i + 1] * vector2[i + 1]; b += vector1[i] * vector2[i + 1] - vector1[i + 1] * vector2[i]; } if (a != 0) { final float tan = b/a; final double angle = Math.atan(tan); if (numOrientations > 2 && Math.abs(angle) >= Math.PI / numOrientations) { return (float) Math.acos(a); } else { final double cosine = Math.cos(angle); final double sine = cosine * tan; return (float) Math.acos(a * cosine + b * sine); } } else { return (float) Math.PI / 2; } } /** * Computes an oriented, minimum bounding box of a set of points. * * @param originalPoints * @return an oriented bounding box */ public static OrientedBoundingBox computeOrientedBoundingBox(ArrayList originalPoints) { final int count = originalPoints.size(); float[] points = new float[count * 2]; for (int i = 0; i < count; i++) { GesturePoint point = originalPoints.get(i); int index = i * 2; points[index] = point.x; points[index + 1] = point.y; } float[] meanVector = computeCentroid(points); return computeOrientedBoundingBox(points, meanVector); } /** * Computes an oriented, minimum bounding box of a set of points. * * @param originalPoints * @return an oriented bounding box */ public static OrientedBoundingBox computeOrientedBoundingBox(float[] originalPoints) { int size = originalPoints.length; float[] points = new float[size]; for (int i = 0; i < size; i++) { points[i] = originalPoints[i]; } float[] meanVector = computeCentroid(points); return computeOrientedBoundingBox(points, meanVector); } private static OrientedBoundingBox computeOrientedBoundingBox(float[] points, float[] centroid) { translate(points, -centroid[0], -centroid[1]); float[][] array = computeCoVariance(points); float[] targetVector = computeOrientation(array); float angle; if (targetVector[0] == 0 && targetVector[1] == 0) { angle = (float) -Math.PI/2; } else { // -PI maxx) { maxx = points[i]; } i++; if (points[i] < miny) { miny = points[i]; } if (points[i] > maxy) { maxy = points[i]; } } return new OrientedBoundingBox((float) (angle * 180 / Math.PI), centroid[0], centroid[1], maxx - minx, maxy - miny); } private static float[] computeOrientation(float[][] covarianceMatrix) { float[] targetVector = new float[2]; if (covarianceMatrix[0][1] == 0 || covarianceMatrix[1][0] == 0) { targetVector[0] = 1; targetVector[1] = 0; } float a = -covarianceMatrix[0][0] - covarianceMatrix[1][1]; float b = covarianceMatrix[0][0] * covarianceMatrix[1][1] - covarianceMatrix[0][1] * covarianceMatrix[1][0]; float value = a / 2; float rightside = (float) Math.sqrt(Math.pow(value, 2) - b); float lambda1 = -value + rightside; float lambda2 = -value - rightside; if (lambda1 == lambda2) { targetVector[0] = 0; targetVector[1] = 0; } else { float lambda = lambda1 > lambda2 ? lambda1 : lambda2; targetVector[0] = 1; targetVector[1] = (lambda - covarianceMatrix[0][0]) / covarianceMatrix[0][1]; } return targetVector; } static float[] rotate(float[] points, float angle) { float cos = (float) Math.cos(angle); float sin = (float) Math.sin(angle); int size = points.length; for (int i = 0; i < size; i += 2) { float x = points[i] * cos - points[i + 1] * sin; float y = points[i] * sin + points[i + 1] * cos; points[i] = x; points[i + 1] = y; } return points; } static float[] translate(float[] points, float dx, float dy) { int size = points.length; for (int i = 0; i < size; i += 2) { points[i] += dx; points[i + 1] += dy; } return points; } static float[] scale(float[] points, float sx, float sy) { int size = points.length; for (int i = 0; i < size; i += 2) { points[i] *= sx; points[i + 1] *= sy; } return points; } }