/* * Copyright 2012 ZXing authors * * 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. */ using System; namespace ZXing.Common.Detector { public static class MathUtils { /// /// Ends up being a bit faster than {@link Math#round(float)}. This merely rounds its /// argument to the nearest int, where x.5 rounds up to x+1. Semantics of this shortcut /// differ slightly from {@link Math#round(float)} in that half rounds down for negative /// values. -2.5 rounds to -3, not -2. For purposes here it makes no difference. /// /// real value to round /// nearest int public static int round(float d) { if (float.IsNaN(d)) return 0; if (float.IsPositiveInfinity(d)) return int.MaxValue; return (int)(d + (d < 0.0f ? -0.5f : 0.5f)); } public static float distance(float aX, float aY, float bX, float bY) { float xDiff = aX - bX; float yDiff = aY - bY; return (float)Math.Sqrt(xDiff * xDiff + yDiff * yDiff); } public static float distance(int aX, int aY, int bX, int bY) { int xDiff = aX - bX; int yDiff = aY - bY; return (float)Math.Sqrt(xDiff * xDiff + yDiff * yDiff); } } }