zxing/csharp/common/GenericResultPoint.cs
srowen 7854d30103 Committed C# port from Mohamad
git-svn-id: https://zxing.googlecode.com/svn/trunk@817 59b500cc-1b3d-0410-9834-0bbf25fbcc57
2009-01-08 17:02:40 +00:00

136 lines
5.1 KiB
C#
Executable file

/*
* 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;
/// <summary> A class which wraps a 2D array of bytes. The default usage is signed. If you want to use it as a
/// unsigned container, it's up to you to do byteValue & 0xff at each location.
/// *
/// JAVAPORT: I'm not happy about the argument ordering throughout the file, as I always like to have
/// the horizontal component first, but this is for compatibility with the C++ code. The original
/// code was a 2D array of ints, but since it only ever gets assigned -1, 0, and 1, I'm going to use
/// less memory and go with bytes.
/// *
/// </summary>
/// <author> dswitkin@google.com (Daniel Switkin)
///
/// </author>
public sealed class GenericResultPoint : ResultPoint
{
private float posX;
private float posY;
public GenericResultPoint(float posX, float posY) {
this.posX = posX;
this.posY = posY;
}
public float getX() {
return posX;
}
public float getY() {
return posY;
}
public String toString() {
StringBuilder result = new StringBuilder(25);
result.Append('(');
result.Append(posX);
result.Append(',');
result.Append(posY);
result.Append(')');
return result.ToString();
}
public bool equals(Object other) {
if (other.GetType() == typeof(GenericResultPoint)) {
GenericResultPoint otherPoint = (GenericResultPoint) other;
return posX == otherPoint.posX && posY == otherPoint.posY;
}
return false;
}
public int hashCode() {
return 31 * posX.GetHashCode() + posY.GetHashCode();
}
/**
* <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.
*/
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));
}
}
}