zxing/csharp/ResultPoint.cs

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C#
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using System;
using System.Text;
/*
* Copyright 2007 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.
*/
namespace com.google.zxing
{
using MathUtils = com.google.zxing.common.detector.MathUtils;
/// <summary>
/// <p>Encapsulates a point of interest in an image containing a barcode. Typically, this
/// would be the location of a finder pattern or the corner of the barcode, for example.</p>
///
/// @author Sean Owen
/// </summary>
public class ResultPoint
{
private readonly float x;
private readonly float y;
public ResultPoint(float x, float y)
{
this.x = x;
this.y = y;
}
public float X
{
get
{
return x;
}
}
public float Y
{
get
{
return y;
}
}
public override bool Equals(object other)
{
if (other is ResultPoint)
{
ResultPoint otherPoint = (ResultPoint) other;
return x == otherPoint.x && y == otherPoint.y;
}
return false;
}
public override int GetHashCode()
{
//return 31 * float.floatToIntBits(x) + float.floatToIntBits(y);
int xbits = BitConverter.ToInt32(BitConverter.GetBytes(x), 0);
int ybits = BitConverter.ToInt32(BitConverter.GetBytes(y), 0);
return 31 * xbits + ybits;
}
public override string ToString()
{
StringBuilder result = new StringBuilder(25);
result.Append('(');
result.Append(x);
result.Append(',');
result.Append(y);
result.Append(')');
return result.ToString();
}
/// <summary>
/// <p>Orders an array of three ResultPoints in an order [A,B,C] such that AB < AC and
/// BC < AC and the angle between BC and BA is less than 180 degrees.
/// </summary>
public static void orderBestPatterns(ResultPoint[] patterns)
{
// Find distances between pattern centers
float zeroOneDistance = distance(patterns[0], patterns[1]);
float oneTwoDistance = distance(patterns[1], patterns[2]);
float zeroTwoDistance = distance(patterns[0], patterns[2]);
ResultPoint pointA;
ResultPoint pointB;
ResultPoint pointC;
// Assume one closest to other two is B; A and C will just be guesses at first
if (oneTwoDistance >= zeroOneDistance && oneTwoDistance >= zeroTwoDistance)
{
pointB = patterns[0];
pointA = patterns[1];
pointC = patterns[2];
}
else if (zeroTwoDistance >= oneTwoDistance && zeroTwoDistance >= zeroOneDistance)
{
pointB = patterns[1];
pointA = patterns[0];
pointC = patterns[2];
}
else
{
pointB = patterns[2];
pointA = patterns[0];
pointC = patterns[1];
}
// Use cross product to figure out whether A and C are correct or flipped.
// This asks whether BC x BA has a positive z component, which is the arrangement
// we want for A, B, C. If it's negative, then we've got it flipped around and
// should swap A and C.
if (crossProductZ(pointA, pointB, pointC) < 0.0f)
{
ResultPoint temp = pointA;
pointA = pointC;
pointC = temp;
}
patterns[0] = pointA;
patterns[1] = pointB;
patterns[2] = pointC;
}
/// <returns> distance between two points </returns>
public static float distance(ResultPoint pattern1, ResultPoint pattern2)
{
return MathUtils.distance(pattern1.x, pattern1.y, pattern2.x, pattern2.y);
}
/// <summary>
/// Returns the z component of the cross product between vectors BC and BA.
/// </summary>
private static float crossProductZ(ResultPoint pointA, ResultPoint pointB, ResultPoint pointC)
{
float bX = pointB.x;
float bY = pointB.y;
return ((pointC.x - bX) * (pointA.y - bY)) - ((pointC.y - bY) * (pointA.x - bX));
}
}
}