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aistudio-wpf-diagram/zxing.core/xx/common/detector/MathUtils.cs
2021-07-23 09:42:22 +08:00

55 lines
1.8 KiB
C#

/*
* 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
{
/// <summary>
/// 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.
/// </summary>
/// <param name="d">real value to round</param>
/// <returns>nearest <c>int</c></returns>
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);
}
}
}