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WizardingHub/Source/WizardingCentral/Utils/OneDollar/UniStrokeRecognizer.cpp
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#include "UniStrokeRecognizer.h"
FUniStrokeRecognizer::FUniStrokeRecognizer()
{
this->Templates = TArray<FUniStrokeTemplate>();
}
FUniStrokeRecognizer::~FUniStrokeRecognizer()
{
// DO NOTHING
}
// TODO: Review this function
FUniStrokeResult
FUniStrokeRecognizer::Recognize(const TArray<FVector2D>& VectorPoints)
{
TArray<FUniStrokePoint> Points = FUniStrokePoint::From(VectorPoints);
// Edge case: Not enough points
if (Points.Num() < 2 || FUniStrokePoint::PathLength(Points) < 100.0f)
return FUniStrokeResult("Too few points made", 0.0);
const FUniStrokeTemplate Candidate = FUniStrokeTemplate("", Points);
int TemplateIndex = -1;
// b <- +infty
float b = TNumericLimits<float>::Max();
// foreach template T in templates do
for (int i = 0; i < Templates.Num(); i++)
{
// d <- DistanceAtBestAngle(points, T, -theta, theta, threshold)
const float d = FUniStrokePoint::DistanceAtBestAngle(
Candidate.Points,
Templates[i].Points,
-AngleRange,
AngleRange,
AnglePrecision
);
// if d < b then
if (d < b)
{
// b <- d
b = d;
// T' <- T
TemplateIndex = i;
}
}
// score <- 1 b / 0.5 sqrt(size^2 + size^2)
static const float HalfDiagonal = 0.5 * FMath::Sqrt(2 * FMath::Square(SquareSize));
const float Score = 1.0 - b / HalfDiagonal;
// return <T', score>
return TemplateIndex == -1
? FUniStrokeResult("No match", 0.0)
: FUniStrokeResult(Templates[TemplateIndex].Name, Score);
}
void
FUniStrokeRecognizer::AddTemplate(const FString& Name,
const TArray<FVector2D>& VectorPoints)
{
const TArray<FUniStrokePoint> Points = FUniStrokePoint::From(VectorPoints);
this->Templates.Add(FUniStrokeTemplate(Name, Points));
}
void FUniStrokeRecognizer::Reset()
{
Templates.SetNum(NumTemplates);
}