mirror of
https://github.com/zxing/zxing.git
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7854d30103
git-svn-id: https://zxing.googlecode.com/svn/trunk@817 59b500cc-1b3d-0410-9834-0bbf25fbcc57
136 lines
5.1 KiB
C#
Executable file
136 lines
5.1 KiB
C#
Executable file
/*
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* Copyright 2008 ZXing authors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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namespace com.google.zxing.common
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{
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using System;
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using System.Text;
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/// <summary> A class which wraps a 2D array of bytes. The default usage is signed. If you want to use it as a
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/// unsigned container, it's up to you to do byteValue & 0xff at each location.
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/// *
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/// JAVAPORT: I'm not happy about the argument ordering throughout the file, as I always like to have
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/// the horizontal component first, but this is for compatibility with the C++ code. The original
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/// code was a 2D array of ints, but since it only ever gets assigned -1, 0, and 1, I'm going to use
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/// less memory and go with bytes.
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/// *
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/// </summary>
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/// <author> dswitkin@google.com (Daniel Switkin)
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///
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/// </author>
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public sealed class GenericResultPoint : ResultPoint
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{
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private float posX;
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private float posY;
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public GenericResultPoint(float posX, float posY) {
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this.posX = posX;
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this.posY = posY;
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}
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public float getX() {
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return posX;
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}
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public float getY() {
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return posY;
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}
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public String toString() {
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StringBuilder result = new StringBuilder(25);
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result.Append('(');
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result.Append(posX);
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result.Append(',');
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result.Append(posY);
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result.Append(')');
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return result.ToString();
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}
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public bool equals(Object other) {
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if (other.GetType() == typeof(GenericResultPoint)) {
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GenericResultPoint otherPoint = (GenericResultPoint) other;
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return posX == otherPoint.posX && posY == otherPoint.posY;
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}
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return false;
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}
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public int hashCode() {
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return 31 * posX.GetHashCode() + posY.GetHashCode();
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}
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/**
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* <p>Orders an array of three ResultPoints in an order [A,B,C] such that AB < AC and
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* BC < AC and the angle between BC and BA is less than 180 degrees.
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*/
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public static void orderBestPatterns(ResultPoint[] patterns) {
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// Find distances between pattern centers
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float zeroOneDistance = distance(patterns[0], patterns[1]);
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float oneTwoDistance = distance(patterns[1], patterns[2]);
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float zeroTwoDistance = distance(patterns[0], patterns[2]);
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ResultPoint pointA, pointB, pointC;
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// Assume one closest to other two is B; A and C will just be guesses at first
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if (oneTwoDistance >= zeroOneDistance && oneTwoDistance >= zeroTwoDistance) {
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pointB = patterns[0];
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pointA = patterns[1];
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pointC = patterns[2];
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} else if (zeroTwoDistance >= oneTwoDistance && zeroTwoDistance >= zeroOneDistance) {
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pointB = patterns[1];
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pointA = patterns[0];
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pointC = patterns[2];
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} else {
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pointB = patterns[2];
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pointA = patterns[0];
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pointC = patterns[1];
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}
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// Use cross product to figure out whether A and C are correct or flipped.
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// This asks whether BC x BA has a positive z component, which is the arrangement
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// we want for A, B, C. If it's negative, then we've got it flipped around and
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// should swap A and C.
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if (crossProductZ(pointA, pointB, pointC) < 0.0f) {
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ResultPoint temp = pointA;
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pointA = pointC;
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pointC = temp;
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}
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patterns[0] = pointA;
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patterns[1] = pointB;
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patterns[2] = pointC;
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}
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/**
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* @return distance between two points
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*/
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public static float distance(ResultPoint pattern1, ResultPoint pattern2) {
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float xDiff = pattern1.getX() - pattern2.getX();
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float yDiff = pattern1.getY() - pattern2.getY();
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return (float) Math.Sqrt((double) (xDiff * xDiff + yDiff * yDiff));
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}
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/**
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* Returns the z component of the cross product between vectors BC and BA.
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*/
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public static float crossProductZ(ResultPoint pointA, ResultPoint pointB, ResultPoint pointC) {
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float bX = pointB.getX();
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float bY = pointB.getY();
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return ((pointC.getX() - bX) * (pointA.getY() - bY)) - ((pointC.getY() - bY) * (pointA.getX() - bX));
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}
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}
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} |