/*
* Copyright 2008 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.common
{
using System;
using System.Text;
///
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. */ 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, pointB, 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; } /** * @return distance between two points */ public static float distance(ResultPoint pattern1, ResultPoint pattern2) { float xDiff = pattern1.getX() - pattern2.getX(); float yDiff = pattern1.getY() - pattern2.getY(); return (float) Math.Sqrt((double) (xDiff * xDiff + yDiff * yDiff)); } /** * Returns the z component of the cross product between vectors BC and BA. */ public static float crossProductZ(ResultPoint pointA, ResultPoint pointB, ResultPoint pointC) { float bX = pointB.getX(); float bY = pointB.getY(); return ((pointC.getX() - bX) * (pointA.getY() - bY)) - ((pointC.getY() - bY) * (pointA.getX() - bX)); } } }