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https://github.com/zxing/zxing.git
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git-svn-id: https://zxing.googlecode.com/svn/trunk@2558 59b500cc-1b3d-0410-9834-0bbf25fbcc57
215 lines
6.6 KiB
C#
Executable file
215 lines
6.6 KiB
C#
Executable file
using System;
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/*
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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.qrcode.encoder
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{
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/// <summary>
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/// @author Satoru Takabayashi
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/// @author Daniel Switkin
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/// @author Sean Owen
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/// </summary>
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internal sealed class MaskUtil
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{
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// Penalty weights from section 6.8.2.1
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private const int N1 = 3;
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private const int N2 = 3;
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private const int N3 = 40;
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private const int N4 = 10;
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private MaskUtil()
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{
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// do nothing
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}
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/// <summary>
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/// Apply mask penalty rule 1 and return the penalty. Find repetitive cells with the same color and
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/// give penalty to them. Example: 00000 or 11111.
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/// </summary>
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internal static int applyMaskPenaltyRule1(ByteMatrix matrix)
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{
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return applyMaskPenaltyRule1Internal(matrix, true) + applyMaskPenaltyRule1Internal(matrix, false);
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}
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/// <summary>
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/// Apply mask penalty rule 2 and return the penalty. Find 2x2 blocks with the same color and give
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/// penalty to them. This is actually equivalent to the spec's rule, which is to find MxN blocks and give a
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/// penalty proportional to (M-1)x(N-1), because this is the number of 2x2 blocks inside such a block.
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/// </summary>
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internal static int applyMaskPenaltyRule2(ByteMatrix matrix)
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{
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int penalty = 0;
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sbyte[][] array = matrix.Array;
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int width = matrix.Width;
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int height = matrix.Height;
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for (int y = 0; y < height - 1; y++)
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{
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for (int x = 0; x < width - 1; x++)
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{
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int value = array[y][x];
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if (value == array[y][x + 1] && value == array[y + 1][x] && value == array[y + 1][x + 1])
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{
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penalty++;
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}
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}
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}
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return N2 * penalty;
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}
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/// <summary>
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/// Apply mask penalty rule 3 and return the penalty. Find consecutive cells of 00001011101 or
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/// 10111010000, and give penalty to them. If we find patterns like 000010111010000, we give
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/// penalties twice (i.e. 40 * 2).
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/// </summary>
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internal static int applyMaskPenaltyRule3(ByteMatrix matrix)
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{
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int penalty = 0;
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sbyte[][] array = matrix.Array;
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int width = matrix.Width;
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int height = matrix.Height;
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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// Tried to simplify following conditions but failed.
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if (x + 6 < width && array[y][x] == 1 && array[y][x + 1] == 0 && array[y][x + 2] == 1 && array[y][x + 3] == 1 && array[y][x + 4] == 1 && array[y][x + 5] == 0 && array[y][x + 6] == 1 && ((x + 10 < width && array[y][x + 7] == 0 && array[y][x + 8] == 0 && array[y][x + 9] == 0 && array[y][x + 10] == 0) || (x - 4 >= 0 && array[y][x - 1] == 0 && array[y][x - 2] == 0 && array[y][x - 3] == 0 && array[y][x - 4] == 0)))
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{
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penalty += N3;
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}
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if (y + 6 < height && array[y][x] == 1 && array[y + 1][x] == 0 && array[y + 2][x] == 1 && array[y + 3][x] == 1 && array[y + 4][x] == 1 && array[y + 5][x] == 0 && array[y + 6][x] == 1 && ((y + 10 < height && array[y + 7][x] == 0 && array[y + 8][x] == 0 && array[y + 9][x] == 0 && array[y + 10][x] == 0) || (y - 4 >= 0 && array[y - 1][x] == 0 && array[y - 2][x] == 0 && array[y - 3][x] == 0 && array[y - 4][x] == 0)))
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{
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penalty += N3;
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}
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}
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}
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return penalty;
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}
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/// <summary>
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/// Apply mask penalty rule 4 and return the penalty. Calculate the ratio of dark cells and give
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/// penalty if the ratio is far from 50%. It gives 10 penalty for 5% distance.
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/// </summary>
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internal static int applyMaskPenaltyRule4(ByteMatrix matrix)
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{
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int numDarkCells = 0;
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sbyte[][] array = matrix.Array;
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int width = matrix.Width;
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int height = matrix.Height;
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for (int y = 0; y < height; y++)
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{
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sbyte[] arrayY = array[y];
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for (int x = 0; x < width; x++)
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{
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if (arrayY[x] == 1)
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{
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numDarkCells++;
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}
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}
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}
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int numTotalCells = matrix.Height * matrix.Width;
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double darkRatio = (double) numDarkCells / numTotalCells;
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int fivePercentVariances = (int)(Math.Abs(darkRatio - 0.5) * 20.0); // * 100.0 / 5.0
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return fivePercentVariances * N4;
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}
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/// <summary>
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/// Return the mask bit for "getMaskPattern" at "x" and "y". See 8.8 of JISX0510:2004 for mask
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/// pattern conditions.
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/// </summary>
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internal static bool getDataMaskBit(int maskPattern, int x, int y)
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{
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int intermediate;
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int temp;
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switch (maskPattern)
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{
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case 0:
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intermediate = (y + x) & 0x1;
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break;
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case 1:
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intermediate = y & 0x1;
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break;
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case 2:
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intermediate = x % 3;
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break;
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case 3:
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intermediate = (y + x) % 3;
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break;
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case 4:
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intermediate = (((int)((uint)y >> 1)) + (x / 3)) & 0x1;
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break;
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case 5:
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temp = y * x;
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intermediate = (temp & 0x1) + (temp % 3);
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break;
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case 6:
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temp = y * x;
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intermediate = ((temp & 0x1) + (temp % 3)) & 0x1;
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break;
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case 7:
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temp = y * x;
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intermediate = ((temp % 3) + ((y + x) & 0x1)) & 0x1;
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break;
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default:
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throw new System.ArgumentException("Invalid mask pattern: " + maskPattern);
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}
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return intermediate == 0;
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}
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/// <summary>
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/// Helper function for applyMaskPenaltyRule1. We need this for doing this calculation in both
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/// vertical and horizontal orders respectively.
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/// </summary>
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private static int applyMaskPenaltyRule1Internal(ByteMatrix matrix, bool isHorizontal)
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{
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int penalty = 0;
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int iLimit = isHorizontal ? matrix.Height : matrix.Width;
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int jLimit = isHorizontal ? matrix.Width : matrix.Height;
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sbyte[][] array = matrix.Array;
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for (int i = 0; i < iLimit; i++)
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{
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int numSameBitCells = 0;
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int prevBit = -1;
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for (int j = 0; j < jLimit; j++)
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{
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int bit = isHorizontal ? array[i][j] : array[j][i];
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if (bit == prevBit)
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{
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numSameBitCells++;
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}
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else
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{
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if (numSameBitCells >= 5)
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{
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penalty += N1 + (numSameBitCells - 5);
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}
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numSameBitCells = 1; // Include the cell itself.
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prevBit = bit;
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}
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}
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if (numSameBitCells > 5)
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{
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penalty += N1 + (numSameBitCells - 5);
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}
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}
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return penalty;
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}
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}
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} |